Hi,
I Have two components inside Pawn and want to rotate them in different axis. But when I set Relative rotation they both rotates in the same direction. Thanks for help.
I want to rotate tower of a tank relative to it’s rotation inside Actor Blueprint. Like in video. But it flips to actor rotation and not rotation relative to actor . Problem is showen in 0.13 sec in video:
Post a pic of the blueprint that’s doing the rotation. It will be then possible to help you. Right now, we can only say use RelativeRotation…
All I can see is a shaky footage of a (cool looking!) vehicle doing weird stuff. The turret seems to be rotating but it looks like physics collision is in the way.
Here are pics
Collisions are no problem because they are turned off.Problem is in set relative rotation node. I tryied to Add local Rotation but its hard to control rotation of the tower.
Problem is in set
relative rotation node. I tryied to
Add local Rotation but its hard to
control rotation of the tower.
At a glance, the Inverse Transform in pic 2 looks odd. I’d try it like this:
Untested but should work fine for a component with something relative attached to it. Like a tank with a relative turret.
edit: or like this:
Sorry, not working
I disagree, it’s working well:
The arrow attached to a mesh:
edit, better vid and pic without double relativity:
Yes, for Yours example work fine. But in my video i have two towers one Is relative to parent in 0 angle but second is in 90 angle. And I want to rotate them in relative yaw only. Video shows how left tower flipes when actor is possessed.
Thanks for answer:)
I disagree again:
Here’s a cube relative to car mesh, with an arrow relative to the cube. It’s a matter of feeding the inverse transform correct data.
As you can see, everything here is at an angle, the car on a slope, the cube is rotated, the arrow points to the side.
But how to restrict tower to move only in relative yaw rotation and stay relative to actor because I don’t want to move it in roll and pitch.
I do not see an image and I’m no longer sure I follow what you need but you can exclude rotational components from calculations:
To show it less complicated I posted and image. Violet is rotation restrictions blue z axis red x axis green y axis