Hi folks, really been banging my head against a wall with this one. I’m working in blueprint and have an issue matching the rotation of one mesh to another. So…
Edit - TLDR - i’m trying to get one physical mesh to match another meshes location and rotation using linear and angular velocity in blueprint. My second post below is now partially working but not quite…
I have a static mesh (A) It’s a child to a motion controller, no collision, no gravity, no physics. It moves when the controller moves. Works great.
I have another, separate static mesh, (B) no gravity, set to collide with everything, is simulating physics.
I want B to always try and match A. Even if B becomes obstructed by something, when it becomes unobstructed, I want it to snap to A and match it’s location and rotation.
Now… I’ve got location matching working by measuring the location offset between A and B, and working from that vector i’m driving a “Set All Physics Linear Velocity” node to move B toward A. This works. HOWEVER, I have no idea how do do this for rotation. I need to use (I assume) “Set physics angular velocity” But I have no idea how I can work out the velocity necessary to get them to match. How can I determine the linear velocity needed to match the rotation of B to A, when all I have to work with are rots?
I hope that made sense, any help would be much appreciated. I have a feeling I may need quats for this, but am open to any suggestions!
Thanks folks.