Third Person Camera breaks fort_character rotation when targeting custom NPCs

Summary

If you use Third Person Camera and attack custom npc, the player’s rotation will always rotate to zero coordinates, as if custom_npc is at zero coordinates.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

  1. Set fixed_angle_camera device: default settings
  2. Set Third Person Camera device: twin stick, target cursor
  3. Add a custom npc in the world and spawn it. I use a fully custom model with custom bones.
  4. Use this code to check the character rotation.
test_comp<public> := class<final_super>(component):

    FortCharacter<public> : fort_character

    Initialize<public>():void=
        spawn { FollowCharacter()}
        
    FollowCharacter<internal>()<suspends>:void=
            loop:
                CharacterTransform := FromTransform(FortCharacter.GetTransform())
                Entity.SetGlobalTransform(CharacterTransform)
                Logger.Print("Following character transform : " + ToDiagnostic(CharacterTransform.Rotation))
                Sleep(0.0)
  1. Start attacking the Custom NPC. Visually everything will work fine, but if you look at the rotation with verse, you will see that it points to zero coordinates. It happens exactly while you are attacking and comes back when you stop attacking. I use the Fiend Hunter Crossbow for this.

Expected Result

rotation must be respected

Observed Result

rotation indicates to zero coordinates

Platform(s)

windows

Video

I can provide in private messages, I can’t show the project here

Could you DM me your video, @ArcaneStudio?

FORT-894172 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.

Sent a link to the video to DM