Make a plane face to player's location: learning how to use find look at rotation

Hi!

I’m just learning. And, in the process, I’ve thought how to make a plane to face to a location in world. In this case (0, 0, 100).

To test it I have an actor with a plane of 100x100 as a static mesh, placed on the level:

I want to make that the plane’s normal vector points to the Player Start location (0, 0, 100). With normal vector I mean this:

I have tried this:

Using the plane’s actor at start location, and (0, 0, 100) as end location, but I don’t get what I want:

How can I do it?

Thanks!

1 Like
1 Like

You’re adding rotation instead of setting it.


You can make rotators from many axes and order them to avoid ambiguity.

1 Like

You actually almost had it, in the begining its the Z that you want to rotate since its up and down only and if you rotate the x or y then it adds a 20 or 30 degree angle to your character.

1 Like

@ClockworkOcean, @Everynone and @DragonRelt, thanks a lot for your answers, but I have just realised that I have not explained myself well. I’m so sorry.

I’m trying to draw a plane between to points. After that, I want to rotate the plane to face the player. The code to do it is (I’ve divided into three images):



To see the changes better, I have moved the plane actor:

With the last node unlinked, I get this:

With the last node linked:

But I want to get:

To take last image I have pressed F8 in the editor, and rotate the X axis 90º.

By the way, the plane could be anywhere, so I don’t know if rotating the X-axis by 90 degrees will always work. In this example, is 90º because the plane and the actor has the same Z value.

Thanks!

As mentioned above, you can order axes to avoid abiguity. Have a look at the helicopter example:

Maybe, my problem is that I don’t understand this:

I can search for how to make rotators from axes, but I have no idea about how to order them.

There’s quite a bit of confusion I can’t follow here.

  • you’re not drawing a plane, you’re rotating an actor that owns a mesh component. Correct?
  • the rotation in the last pic is not 90. It’s 45 degrees. Correct?
  • is it local / world / actor / component? Too many unknowns…

What is the ultimate goal? Have a 45 degree plane rotated towards the camera?

Note that the pin order of the Combine Rotators node matters.


And then there’s @ClockworkOcean suggestion. Learning is great but perhaps you’re trying to learn the wrong thing and this solution is the one to go for. Definitely most performant and least fussy.

1 Like

Correct:

No, it’s 90 degrees. I’ve rotated the X axis 90 degrees.

What I did, using blueprint, was to rotate the ends of the plane to be at the start and end point.

While it’s running, I have pressed F8 and rotated the roll of the actor to 90 degrees to make the actor face the camera.

Sorry, I don’t know. I think is world rotation, but not sure.

By the way, what’s that “thing”?

If you need more information, what I’m trying to do is to draw a line between two points. To do it, I’m using an actor with a square plane as a static mesh.

To rotate the actor like in the last picture, I’ve done the following method:


But it doesn’t work in all cases: