I’ve modeled/rigged/animated a basic character in Maya. In UE4 I decided I wanted the characters head to follow the player. I setup everything up in the animation blueprint with no issues, however when I went to test it out, it seems the rotations on the joint are pointing in a very different direction, as when my player moves around, the character’s head twists around. I was able to fix this by adjusting the values after the lookat rotation is set, but this is not an optimal workflow.
I guess the root of my question probably has to do with how UE4 handles joint orientation. Does UE need joint orientation’s to be set in a specific manner, and if so, how should they be set? (aim axis,etc.)
Thanks!