In my Niagara System, Beam End won’t follow characters rotation. I’m looking to have a Beam that will always be in front of the character even as it turns.
For Beam End I’m using a “Scratch Dynamic Input” and passing the Actor and the Range.
Beam Start is working fine. Range is working fine.
I have no idea how to successfully incorporate the character’s rotation into the calculation.
Character Position + ( Rotation * Range )
Is what has worked on another BP of mine but isn’t working in this case.
I’ve been banging my head about this all morning and figure it out. Any help is appreciated
I did end up solving this but not with my preferred solution.
I’m using an actor to hold my Beams and Projectiles. So I just attached the Beam to the Actor and put the Beam Actor X Distance away so when the character turned, it turned.
Every .01 seconds (for now) I have it doing a trace X Distance Away and on hit, it changes locations to be at the Hit Distance instead. If it didn’t Hit anything it would go back to the X Distance away.