Hi @Psyball, I’m guessing U are already rotating your character/pawn using just yaw inputs. You can set limits to any/all the axes (roll, pitch, yaw) by adding a custom Player Camera Manager (set in Ur cusom Player Controller), so they can’t rotate backwards.
Here’s how I’d set up Ur character/pawn, bullet and enemy actors:
Character/pawn actor
- put a ‘Scene’ component in Ur character/pawn at the point(s) where U’d like to shoot bullets from (the nose, wingtips, etc)
- when your ‘Fire Weapon’ triggers:
— ‘Get Forward Vector’ (facing direction) of Ur spaceship
— ‘Get World Location’ of Ur scene component
— spawn the bullet actor, feeding in forward vector and location above
Bullet actor
- maybe use a projectile actor which has convenient and efficient built-in functionality (incl. homing for missiles if U’d like to add special weapons)
- set it’s travel speed in the component details
Enemy spaceship actor
- set up collision
- on the collision event, add logic to destroy itself, or reduce it’s health.
Later on, make the bullets and 'splosions look pretty by adding lights and particles.
I hope this is what U had in mind