Hi, sorry for bad English, i try to example:
In simple vehicle suspension we don’t need a “CopyBone” node(this node can transfer data from one bone to another. but only xyz or rotation pitch/ yaw/roll at once)but in advanced suspension all work like this – we have got a physical wheels(just a bone that have rotation and position by **WheelHandler **node) and transfer this rotating data to visible wheels(just another bone that skinned to visible wheel mesh), and with advanced suspension i need do many actions to create “suspension work effect”, first in maya and then in UE4 with “copybone” “lookat” nodes.
I try to explain on easy cardan shaft example:
So if i need rotate cardan shaft when my vehicle moving I do that in MyVehicleName BP by add code to getting cardan shaft bone and then some how rotate it, but if copybone node have a feature like separate axis for rotating!!! there are only need do copy ONE axis from my physical wheels(for now i cant do that, because my cardan shaft moving like physical wheel in all directional because it use all rotation axes) and transfer this ONE axis data to my cardan shaft bone and done(with only one node in VehicleAnimationBP) all must working like a charm, when wheels rotate cardan shaft also rotate, same method i think can work with hand wheel, and other parts of car that depends from wheels.
Thank you, awesome news
PS where i can watch on UE-14657 request(to see when its done)?