Sorry I know this has probably been answered before but I can’t find it for the life of me, tried google and searching here for a bunch of different related search terms.
I am using a third person camera on a spring arm, with the spring arm camera socket offset set to X 0, Y 60, Z 0 to give me a nice ‘over the shoulder’ perspective for third person. My issue is that using the rotation returned in GetActorEyesViewPoint() doesn’t compensate for the socket offset on the spring arm and my shots dont line up with the center of the screen, they’re slightly off to the left.
So I’m wondering if anyone has a good solution for this? I tried getting the camera component and using the component rotation vector and got all sorts of weird results.
GetActorEyesViewPoint(EyeLocation, EyeRotation); FVector ShotDirection = EyeRotation.Vector(); FVector TraceEnd = EyeLocation + (ShotDirection * WeaponRange); // LineTrace from EyeLocation to TraceEnd
Any help would be appreciated, thanks in advance.