The spawn location should be the impact point. For the rotation use the resulting rotator of the Make Rot from XZ node: Z would be the impact normal and X the direction of the projected vector.
I have a tag
just craft that item on platforms (air or ground)
then i do what you say
There are more things, but they are asking the character for the maximum number there is, if there are 3 destroy the first one
have a time of self-destruction, ect.
but I think it does not affect the logic
the objects are in 2d, I only need their XY, I think not Z?
I don’t need its depth right?
in normal inpact , I did a make rot from X , and it did ok , but it created them at 45 degrees ,
In the end I went to the object and I turned it 90 degrees and now when it is created it comes out perfect
I really don’t like the solution, by code I should be able to create it at that angle, and not twist the object, but well for now it works fine, if there was a better solution I would like to know it
in normal inpact , I did a make rot from X , and it did ok , but it created them at 45 degrees ,
In the end I went to the object and I turned it 90 degrees and now when it is created it comes out perfect
I really don’t like the solution, by code I should be able to create it at that angle, and not twist the object, but well for now it works fine, if there was a better solution I would like to know it
You have to either adapt the math or your assets to make them work together. No code will ever guess what side you want your actors to face.
If you could tell me what direction the camera is facing (X + or -) and what side of the actor you want facing the camera then I could be of more help. It could be as simple as this:
the character only moves in X Red,
and the objects rotate in Y , it is a 2d game
the character moves infinitely to the left or right ±
objects rotate in Y only