I am using an AnimBP to drive an Actor with a Skeletal Mesh Component. What I am trying to do is get the character’s bones to mimic an angle that is derived from World Space.
The World Space angle is derived from Find Look at Rotation between two vectors. The player is able to change the position of these vectors and then the shoulder bone of the character is supposed to be driven to mimic that exact rotation.
I’m having trouble converting from World Space into Component/Bone space. I am using the Transform (Modify) Bone control in the AnimBP.
I have tried using Inverse Transform Rotation to get the proper rotation in all different spaces that I could think of (World, Component, Bone, Parent Bone). But it all seems to come out wonky, where the angle isn’t correct.
Anyone have any pointers? Thanks!