I am trying to take the ball example and move it over to mouse input, to follow traced world location via the Convert Mouse Location to World Space node. From the debug I have, it looks as if the mouse and trace location are working correctly but when I add torque to the sphere physics actor, it doesn’t follow the direction from it and the mouse world trace location.
Here is the different blueprint layouts I have:
This is the debug I have going. The red sphere around the ball represents the sphere component location and the blue line is representative of the direction between the ball location and the mouse trace location. The red arrow is the direction the ball is moving when this image was taken.
This is what I am doing to trace the mouse location into the worlds 3D space:
And here is the logic that takes the different locations and tries to add torque to the sphere physics:
I am not great at the vector math stuff which leaves me wondering if I am simply missing a concept of using the two vector locations to get a direction. I am also wondering if multiplying the TorqueSpeed float is altering the resulting vector between the Sphere component location and the mouse trace vector location in a way to make it so the sphere is getting a wrong direction.