I have a static text that says “Hello” in front of me, I would like the text to follow my orientation and position wherever I look and move.
Its similar to Look At Rotation, I can get it to work between 2 static objects and get one to look at another no problem, but with the VR Headset it won’t work…perhaps there’s some code I don’t know about or have to use something different?
I’ve been reading and it has something to do with the HMD…but I don’t where to go from there.
Managed to get it working, getting the 2 world locations to a single look at rotation node was the easy part.
I simply lacked the understanding of “Casting to Pawns” which held me back.
Just FYI, pdcsky, you dont have to Cast from player pawn. Edited to answer with an example
Simply right click the event graph and look for “Get Player Camera Manager” then drag from it a “Get Camera Location”.
This requires no casting and will always give you the active player camera
Also, you can create a function library that holds all functions for turning objects to a required rotation relative to player. For example create a function that recieves an actor as parameter and rotates it towards player.
lets say you called it FL_TurnActorTowardsPlayer (FL stands for Function Library. not a must but i like to know where the function is from) and then you can simply call FL_TurnActorTowardsPlayer in any actor’s tick event whenever i want that actor to rotate towards player
This allows me to call it from ANYWHERE and either rotate a component or an actor. if nothing was sent, its will simply not do anything instead of throwing errors.