Hi,
I’m relatively new with ue4 as I’ve only been using it for a few months so I am getting a little more familiar with it but still have many many questions. A problem I’m running into is that I have a collision box that checks if the player hits it and when it does so, it takes in that box’s transform and saves that in a save file which is then used to spawn the player at the location/rotation when the player dies. The problem I’m having is that the rotation is for some reason not being set correctly. It always points the player in the same direction; I believe (0, 0, 0). The respawn point works fine with my position and scale but for some reason doesn’t want to work with the rotation. Any ideas would be greatly appreciated!
I think you’re probably using ‘set actor rotation’ to restore this on begin play?
Have you tried ‘set control rotation’?
I think that might hold the solution but for some reason, when I get the saved transform and use that rotation, and add it to the get control rotation of the player controller, it doesn’t do anything different. It’s almost as if all of the rotation values are 0 from the saved transform value.
Don’t add it, just use SetControlRotation to the value you saved
Also print out the stored value after reading it from the save game to check you stored it correctly.
Hey, thanks that worked! It was me adding it. Definitely makes a lot more sense not to do that lol.
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