Instanced Static Mesh Offset From Raycast

I’m new to unreal and have been stuck on this issue for 6hs straight. Got a blueprint that allows me to get a working raycast , but my Instanced Static Mesh is offset by a lot. this only happens when the character is not facing in a specific direction. I found out my issue is happening in the find look at rotation but don’t know how I could fix it.

For line tace start and end you use world or local locations?

Here is your problem
Find look at rotation in this context is World Space Rotation, but you setting Update Instace Transform as a Local Space Rotation. Check World Space box in Update Instace Transform node.
Or convert Find look at rotation to local space

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Thanks for helping and for the fast reply :grinning:

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