Question says it all. As soon as I click Record, I go forward with gameplay. When I press ESC to end recording and do playback, all I see on the playback inset window is the floor moving forward as the player moves. In other words, my follow camera is rotated 90 degrees above the player during recording. When playing normally, everything’s fine.
Anybody know what’s going on here?
Hi ,I have the same problem now,have you solved thie problem yet?
The default ThirdPerson Charactor is fine,but once I change the skeletalmesh,the camera and capsule always have the wrong rotater angle.
I have found the reason. You need to check the bone of the SkeletalMesh ,notice the rotation information of your hip bone.You can check the set and compare it with the information of the thirdperson template’s skeletalmesh bone set.
Hello all, I am currently having the same issue and yes have been able to isolate it using the skeletalmesh view, comparing my mesh with the blueprint mesh and indeed noticing that upon import the hip/pelvis bones orientations are indeed not matching.
The skeleton rig that is not working has come from Mixamo and was exported as .fbx via maya and 3ds max, both with Y-up and Z-up options toggled for exports but still have the same result that when simulating the level, everything seems fine but upon recording a take and reviewing it, the orientation is rotated by 90 degrees and staring at the floor.
Seeing as it is the skeletal mesh that the take recorder seems to be parenting to when its source is set to Player, is there anything within unreal I can do to adjust this orientation or a general fix to this? It looks like the above answer was a help in isolating the issue but if anyone has a suggestion on how to resolve this it would be GREATLY appreciated. Thank you in advance!