Top Down Shooter Projectile Spawn Issues. Help! X(

I don’t know why but my projectile spawn point moves in all directions when I move my character around (best noticed when the character faces the camera → does 180 degree turn), when it should be just rotating around my character 100 units in front of the direction its facing. The projectiles Z value should not change (witch it doesn’t) but since the spawn point moves around in all 3 axis the projectile moves a small but noticeable value. Please can you help me?!?!
Blueprint:

Gameplay: http://youtu.be/r3khIEydcHE

I am not 100% sure but I think it is most likely caused by the way you added the offset.

You get your actor location and add 100 to X and Z. Now Z is totally fine and doesn’t have any influence but X especially when rotating depending on the actor rotation means that your projectile should spawn 100 units away from your character with the offset to wherever the character is facing which looks exactly like what I could see in the video.

It was not actually the movement but the rotation of your character which defined the offset.

Try not doing the “Rotate Vector Around Axis” thing but rather a “Get Direction Vector”, give it a static length and your projectile will always spawn in relation to your cursor instead of your character rotation.

Hi CyberWolf,

So I tried the blueprint you shown in the video and it works to a degree. It shoots up and down, and gets kinda wonky similar to the video. I tried removing the pitch from the rot when creating the transform for the spawn. It seemed to work well but not sure that will fix it for you. I didn’t experience all the problems I seen in your video, so I have another solution for you.

This will shoot directly in front of the pawn 100 units, whichever direction it is facing. The mouse will face the character the direction, so there is no need to have that also tell projectile where it needs to go. The projectile goes where the character is facing. This ensures the information it receives is accurate to that frame, and there is no delay-- which is something you’d get from a mouse.


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Let me know if this works for you!

Peace

Thank you!

I’ve fixed the problem. At first it didn’t work I wondered why, because I used get controller rotation node. I was stumped, until 2 minutes later I looked at your blueprint and found out that I was getting rotation values from the wrong thing. Anyway thank you very much :smiley: