How I can attach the skeletal mesh to camera, not vice versa?
drag and drop the skeletal mesh component on the camera component
Well… if you at least read the error message you’ll see that… You cannot REORDER, there’s nothing about attaching
If you cannot attach that way - use a blueprint code “attach actor to component” instead
The best node would be: on construct script window, get mesh, get “attach component to component”, connect mesh to target and get your camera and connect it to the parent input. Set location and rotation rules to “snap to target”. If it doesn’t work, change it back to “keep relative”.
If this doesn’t work out, duplicate your mesh and reparent it to your camera, and replace all code references from the old mesh to the new one. And clear the old mesh, making it empty. Select the old mesh, right ckick and select “find references”. This setup is found in the First Person Template.
Thanks for expanding my answer
the camera is already attached to the character.
drag the camera outside the character then add the character under the camera
now WHY you want to do this is a puzzle we will want to know the answer
There could be some use of that
F.ex. A freely moving camera with attached physics-based hanging man in front of your sight that sings Jingle Bells to you although it’s not Christmas!
So you can focus on that man instead of the nature views
I think that sounds like an epic option
I wanna to walking by my legs, without thumbsticks.
Yep, It`s the way! But I already synchronized coordinants of body and camera, It``s almost solve the problem.
Sorry, can`t to send screenshot. Just say what I did - Not the way too.
And excuse me, How I can don`t read the “Z” Coordinants? Your answer is correctly, but my question is not
Now my character is flying, and I wanna walk
Please correct that question as it doesn’t make any sense and I cannot understand what you mean
If it’s flying then you are using wrong nodes and components to move around
Probably you move the camera now which doesn’t apply any physics and so you are flying
Also this
I wanna to walking by my legs, without thumbsticks.
What does that mean?
Don’t wanna sound mean but your English isn’t best which makes it hard to get your point mate ;]
Yep, I know about my english
My character moving for camera. When I raise my head, the body flies after it. I wanna to my character to disregard the Z axis. Maybe it`s will solve my problem.
Bro, why didn’t you mention in the Post it’s about VR?
No wonder everybody’s like “why would you do that this way?”
You need to Get Camera info - set X and Y position to Camera position, Z to selected value (f.ex. from a linetrace that will check the floor underneath to move Char up/down)
And Z rotation to be from Camera as well
The Camera has an setting called “Lock to HMD”
Additionaly at BeginPlay add a node “Set Tracking Origin” to Floor Level
And just a little example from my side:
You see I am using Camera info to rotate my char’s Body
The branch is to block rotation if I look down at my chest, the VLength is to start rotating again if your head moves to far away from its origin
And this is how it actually looks like in my lil prototype
I`m really sorry, I will change. Thanks.
No need to say sorry mate, glad you got the point