So, still doing research on this one, but does anyone know if it’s possible to keep an object locked in the “X”-axis as it moves, but the axis that it is locked to is capable of rotation?
I know there is a defined world X-axis that the axis lock uses, but if I want my 2D scroller to explore a part of the level that is not on the same axial plane, what would I do to achieve that?
If worse comes to worst, I can probably rotate the entire world, but… I don’t want to.
In the actors or components settings or defaults you can check x axis constraint. Additionally any move functionality you have can utilize a get rotation before moving, break bin, then plug in x to the move nodes x rotation value. This will keep it’s x axis the same. Is that what your looking for?
Hmmm… I don’t fully understand what you mean, but I’ll be more clear. If I wanted my character to turn a corner, is it possible to move/realign the x-axis to that character’s new orientation?
When locked normally, the character can only move left and right along the x-axis. But if the character rotates 60 degrees, and heads in a new direction, is what you’re telling me that the locked x-axis will be rotated by those same 60 degrees?
I’m not certain I’ve seen this happen in a 2D game. A character moving from the foreground to the background while still facing forward/backward, yes, but having the perspective rotate along with the character, I don’t think so.
I’m still considering rotating the entire level to keep the x-axis locked, but I don’t know if Unreal will let me do that without considerable strain.
So it kind of sounds like your wanting the camera to rotate with the character? Also if working with a 2D game where the character turns a corner(essentially going from moving on an x axis to a y axis or vice versa if I’m understanding correctly )you’d want to rotate the character on its z axis when it turns the corner. Some screenshots of code and maybe gameplay examples of what you want to happen would help