I hope this is a simple thing to fix but it’s driving me mad and can’t find anyone else with the same issue. I’ve just started making a 2D top-down game. Think Asteroids for the sake of simplicity. Here’s what I have so far:
- Create a Pawn-derived blueprint. Its only component is a PaperSprite. All class defaults are left to default.
- Create a camera actor, set to orthographic, looking along the -Y direction.
- Use Set View Target With Blend in the Level Blueprint to switch to this camera on EventBeginPlay.
- Create a PlayerStart at the origin.
- Set the required default pawn etc in a GameMode.
Now, running this results in a simple view of my sprite, facing to the right, essentially appearing exactly as it came out of Photoshop.
I want to be able to set the initial orientation of this sprite though - it will be different for different levels or spawn points. From what I’ve read, rotating the PlayerStart should have the desired effect, but when I change its Y rotation there is no effect on the start orientation at all. (The change to the PlayerStart is shown in the editor - the ‘forward’ arrow points where I want it to, it just isn’t applied to the sprite.)
If I try rotations around other axes, these DO modify the start orientation, but of course they cause a rotation out of the y=0 plane where my action takes place. The only rotation that doesn’t work is the one that I need.
Any ideas gladly received.