Hello dear colleagues
Here is my question:
We want our Player to act on a door hinge and then run its opening animation.
The controlled player gets close to the door, then we trigger a mechanical (uncontrolled by “W”) drive to the very spot we need the player to stand.
For the drive we are using (in My Character / eventGraph BP) a simple AddMovementInput node (context: Player Controller) driven by a directional vector to the very spot, conditioned by the length of the vector. We call a second function (SetActorLocationAndRotation) to place the player in the exact spot at the end of the first drive It work OK so far. The problem is that the player will face an arbitrary rotation and will not face the door on the desired 90 degree pose towards the door. The Set Actor Rotation (or providing a rotator to the Set Actor Transform) only applies a relative rotation in addition to the arbitrary direction the player gets in. I could monitor the angle of that arbitrary direction and the right facing to the door and apply relative rotation appropriately, but it seems quite convoluted… My question:
Is there a way to impose an absolute rotation (in world coordinates) to the Player Controller (not using a rotator, but a plain directional normalized vector? Other way to achieve the same absolute rotation in the controller and thus in our mail player character?
Thank you in advance
José Mateus