I am trying to remake a game I made in unity, years ago and I am perplexed that I cannot find anything on vector rotation with maintaining a rotation offset in unreal.
Here is a simple video example I made of what I am trying to do. Note that the objects rotate in the same direction despite facing in different directions.
And I canât create a hierarchy hack for dealing with individual rotations because the axis will at some point cross each other and some objects will flip the opposite direction
The concept ( and node ) youâre looking for, is âadd local rotationââŚ
Almost there except the axis crosses over which starts to flip backwards. SecondProject Preview NetMode Standalone 64 - YouTube
Is there a way to overcome this?
Freeze or rest the transform without altering position of the geometry?
The only thing I see wrong with the vid, is that the meshes intersect. Is that the problem?
Then itâs because the pivot point is not in the center of the mesh.
It is rolling in the plus direction. And then it is rolling in the minus direction. Roll your fingers in the direction to see the difference. (like the right hand rule) Your thumb points up in one instance but then your thumb points down.
This becomes more problematic when you have 3x3 grid of panels that are turning in on themselves.
OK. I looked at your original vid again. Sorry, itâs world rotation you want
That seems to be perfect. I tried it. It seems to work. Iâm astonished I canât simply find it in the blueprint search without typing in the full name. (with or without context)
I can see why you have a hero medal and crown. Marking it as solved. Thank you.
Nodes âAdd actor World rotationâ instead of âAdd actor local rotationâ