Hy guys! I’m learning UE, if the solution is easy, please forgive…
So the situation:
I have an object, component of a pawn. I want to move this object from one defined space (world coordinate space) to another (also a world coordinate space). The interesting part of this, is that the object’s movement is not linear as it goes, every freedom of movement is broken down, meaning: moving on X is custom, moving on Y is custom, etc… controlled by a timeline.
So the problem:
All works well, until I decide to rotate the pawn. Then, the object still animates, but it uses world axis to define the direction of the animation on every axis, so the animation is skewed, messed up. The solution would be to use the object’s local axis every time, so the animation looks the same every time. How can I do that?
Please help…