Hi all, I am 3D Modeler/rigger/level designer. Kinda new in blueprints.
My first question - How to create X or Y or Z Rotation for a “SpawnActor Class Skeletal Mesh” from X 0.0 Y 0.0 Z 0.0 ? (4.14)
So, I have HUD Widget, Player Start - points on a SpawnActor X 0.0 Y 0.0 Z 0.0 with Skeletal or Static Mesh (depends on users choice) (Models are switching with buttons on HUD widget 1/2/3/etc).
How to get an mesh rotation with cursor (main) or touch swipe (secondary) for a SpawnActor ?
01 Viewport — ImgBB <— !01_Viewport
02 Widget Designer02 — ImgBB <— !02_WidgetDesigner02
03 Widget BLueprint — ImgBB <— !03_WidgetBLueprint
I’ve tried many different blueprints from other users - one from them is worked pretty good (even on an android mobile device), but that blueprint doesn’t working with mine SpawnActor for Static or Skeletal meshes, its worked through the Camera Spring Arm Skeletal Mesh.
One of them is very good Interactive Inventory Sample using Unreal Engine Blueprints - YouTube , but blueprint unknown - I cant identify without screenshots)
1st in Proj settings create an Input like the ‘Turn’ one under Axis…
call it something like TurnObject, and assign Mouse X.
Then you need to create a ‘condition’ in a Class Blueprints that says maybe, when I am close to or click on an object,
Make a custom variable, lets call it “objectclicked”.
If that is FALSE, (nothing clicked) the player controller will act as normal, and turn the user/player.
If TRUE, disable the player character, and in Blueprints setup an area that will turn Object using the TurnObject Input…
From InputAxis Turn Object - connect to A of a Multiply, in the B put -1.
Feed that output into a MakeRot (YAW) node.
That output goes into a DeltaRotation of a AddLocalRotation, with the target being your Object/Item (usually created as a variable with that object assigned to that variable).
Then connect the InputObject into the input of the AddLocalRotation. Thats roughly how to do it.
PS. Thanks a lot