It seems that it rotates the Y axis, but I’m not sure if it always rotates around Y axis or if the axis of rotation depends on the start and finish points.
Also, I’ve found the Make Rot nodes, but I don’t know how they work.
Unfortunately, you can’t break rotations down into ‘does it rotate on the Y axis’ etc
Rotation is not a simple topic, ‘look at rotation’ will do what it has to, to make the X axis of the object point at the target, and that may involve changing all axes.
The ‘make rot from …’ nodes are for when you want to prioritize the order in which axes are used to set the rotation. So, with ‘make rot from ZY’ ( for instance ) you’re saying the main place I want to get my rotation from is Z, but also do your best to line up Y.
A good example of using ‘make rot…’ is when you want to use the normal from a line trace to attach an object A to object B, but also want to set the relative rotation of object A.
No. I have changed the scale of the plane mesh. In the first one is (3.0, 1.0, 1.0), in the second one (the one you mention in your replay) is (1.0, 3.0, 1.0).
So yeah, it does the same thing, but the mesh is with its long side the other way around.
Its one thing to make a mesh ( or actor ) look at another object, but if you starting with an offset ‘from’ point, as you are, you will never get to the bottom of it. Just go from the actor location to the target.
You might get a more meaningful indication of what’s going on from the pivot point if you use a local transform gizmo