Is there any way through blueprint, make the Static Mesh Nave, follow Widget Mira. Both are in the same blueprint character?
It’s kind of impossible to actually read that blueprint when it’s zoomed out that far
But what I want to know is next. The blueprint on the side has nothing but ship movement, damage and shooting.
How do I make the Static Mesh “Nave” follow the Widget “WidgetMira”? Is there a possibility, even in the Blueprint Character “Nave_Rail” itself? That’s what I want to know.
For rotating directly towards an widget or moving towards it? Because I can find an vid for that
The Ship has to look into the crosshairs, so that when the player fires, he fires in the direction of the crosshairs and not always towards the center.
Well, I’ve found something for an set of turrets.
But you have to alter some code here and there. At 5:40 you need the world location of whatever your reticle is touching and set that as an custom variable. If it’s something that has multiple arcs of fire, you’ll need to run an check to see if the gun is actually pointing at the reticle before it can fire.
I already watched this video. The problem is that I would have to create a separate blueprint and put it in the scene. I’ll try something here and anything, post the result. Thanks!
Surely you are looking through the cross hairs , therefore the camera is looking in the direction you want? Therefore rotste the gun towards the camera vector?
If the widget is moveable ie top down moves with mouse aim. Translate the coordinates of the widget by getting the world coords of the mous x and y and rotate to look at that point