I’m trying to make a blueprint that will rotate the scene around the player’s current position when pressing the R trigger.
“Set World Rotation (Scene)” does apply a rotation, but it rotates around the scene origin, which is not the player’s current location, so it effectively causes a translation as well that I want to avoid.
I thought that perhaps I might need to first “Set World Origin Location” to the players position every time I want to rotate, but because it only accepts an int-vector, there would be a precision loss in converting from float that I want to avoid.
It seems that a better solution would be to use “Set World Location and Rotation” which does accept a floating point location value. However, whenever I try to use either SetWorldLocationAndRotation or SetWorldOriginLocation, I get the following error:
Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_GetPlayerCharacter_ReturnValue from function: 'ExecuteUbergraph_VR_Pawn' from node: Set World Origin Location in graph: EventGraph in object: VR_Pawn with description: Accessed None trying to read property CallFunc_GetPlayerCharacter_ReturnValue
Any ideas?