Hi, I’ve made a bit more progress with the whole asteroid belt thing but I’ve hit another snag.

I’m not too sure how to maintain the Z offset that is set when generating the initial positions and rotations without ruining the orbit.

Here’s the orbit BP:

If you detach the Z component in the make vector it works fine, otherwise it doesn’t.

Here’s a beautifully drawn diagram demonstrating roughly what happens.

Note horizontal and vertical represent X and Y axis.

Here’s how the initial positions are generated if it matters, which is a slight variation of what another kind user gave:

Things get weirder if orbit rot contains a single non zero value with the Z component mentioned earlier connected.

Off topic, does anyone know of any good books that teach useful maths for game development? Like some physics, vertex operations (how it works), matrix stuff.