Hello. I have a player mesh that has an array of sockets (SplinePoints) (these are driven by animations). In the players hand is a separate actor (Handle) that isn’t a child of the player, but it is following the players hand socket transform. What I am trying to do is rotate the SplinePoints around the handle actor, as if the SplinePoints were the Handles children.
So far I have tried this.
I get the position of the SplinePoints relative to the handle and then I rotate that vector with the handles rotation, then I set the new rotations world position.