Hello, i have a simple question, im going to post a picture to better explain what i want to do as well
I want my character to have the movement ( the strafe ) always rotate towards a center point that i can always change
I understand the basics of things in ue4 and i have searched for this but i think im using the wrong keywords.this has probably been answered, if you know of any link in the wiki i can look att or any tutorial that explains it , it would be warmly apprechiated.
I was thinking of doing this by creating a custom actor that acts as the pivot point, and make my character use Look att rotation constantly att the target with a event tick.
is there a better way to do this ?
Use vector math for it. You need to calculate vector for pawn to move:
calculate vector from center point to player position.
now the tricky part. >ROTATE< that calculated vector depending on input from controller. Best here would be “rotate vector around axis” node for vector to rotate get “UP vector” of pawn, or simply [0,0,1] if you have it on flat surface.
calculate new “desired” position for pawn (that rotated vector value)
now calculate vector from current position of pawn to “desired” position.
normalize it, multiply by axis input and then some scale
you have your strafing vector.
Edit:
“by rotate that vector depending on input” i mean rotate for eg by 15 degrees, left or right, direction should be depending or strafe axis value. Always rotate by same number of degrees, this will make your circle a circle, if you rotate too far your pawn may start doing spirals etc.