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
- Set fixed_angle_camera device: default settings
- Set Third Person Camera device: twin stick, target cursor
- Add a custom npc in the world and spawn it. I use a fully custom model with custom bones.
- 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)
- 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