It’s me again. I got another weird problem on my hands.
Basically, I gave my Character some attacks, and whenever he attacks, he turns to wherever the Camera is facing (within the Yaw Axis). However, I also wanted to have this mechanic on Gravity as well. So, I set up an Arrow that only relatively rotates from the Camera’s Yaw axis (meaning, no matter what gravity direction I am on, the Arrow will always be able to rotate around the Character a complete 360 degrees), and set the rotation from that arrow. Sounds like it works, right?
Here is where the problem lies. For some apparent reason, whenever I face left or right on a vertical wall, it works normally; however, as I try rotating closer and closer to either up or down on the wall, my Character starts moving a lot. It isn’t until I am pretty much up or down, that if I hit the attack button, the Character falls off.
I have no idea why this happens. It doesn’t have to do with the Animations, because I even turned those off, and it was still causing the same problem. Here are the calculations for both the Attack Rotation, and the Arrow Rotation, in that order (as a side note, the “Convert To Local Rotator” function is just a Get Actor Transform with an Inverse Transform Rotation):
Any help would be appreciated.