Hey guys! I’m trying to spin this propeller via WPO, which I have vertex painted blue. I have the spinning working, but I’m stuck trying to figure out how I can move the static mesh with the wpo piped in without it going bonkers. I have the TransformPosition piped into the pivotPoint which lets me move the mesh around my scene fine, but when I begin to rotate it, the propeller will move out of place. I have another tranform piped in to Rotation amount, but its not responding the way I’m thinking this should work. Any help is appreciated !
Interesting, thanks! It behaves the opposite way now, I can rotate it fine, but when I move it around my scene it shoots out of place. Does something else possibly need to be piped into WorldPosition instead of the AbsoluteWorldPosition?
NormalizedRotationAxis is a vector, so you should use TransoformVector.
To sum it up, pivot should be (0,0,0) TransformPosition LocalToWorld
Rotation axis should be (1,0,0) TransformVector LocalToWorld