[quote=“, post:1714, topic:21930”]
@miketv23: here is a simple way to get any object to face the camera:
https://i.imgur.com/74vx6Jz.png
I believe your solution should also work, though. You probably just haven’t enabled tick events in the unit blueprint. These are disabled by default for performance reasons.
Thanks, indeed the tick event had been disable and i had no idea it had to be enabled. I have been trying to implement new characters from the child blueprint of 'UnitSkill" after selecting the skeleton mesh and animation blueprint. For the ‘attack’, ‘hit’ and ‘death’ animations the skill blueprints were modified the play that characters animation through casting to that characters animation blueprint. The moving animation of the characters is not so straight forward as the Break Timer script of ‘Unit_Skill’ has the purple node ‘Break_Timer’ which will always cast to Pawn_Anim_BP_Parent when the new characters animation blueprint is required. I have tried creating a variable to a ‘switch’ node to cast to that new characters blueprint but it the new characters move animation still does not play . Is there a better way to add new characters with different skeletons? Can i have more than one purple node to implement a different ‘Break_timer’ for the new character. I know that the new characters move animation is working as i preset the speed in the new characters blueprint and upon play the new character is constantly playing that move animation.
I think i may have to go further into the blueprints.