Hi,
How do you get a final transformation in a Component Tree?
and
How do you attach ACameraActor to UCameraComponent or USpringArmComponent?
So I have a USceneComponent *RootComponent that has child components: USpringArmComponent-> UCameraComponent
I’m setting Location of RootComponent in an overriden Tick function, like this:
void Tick(float DeltaSeconds)
{
RootComponent->SetWorldLocation(Location); // This seems to work
RootComponent->UpdateChildTransforms(); // Don't know if needed
FTransform T = RootComponent->GetComponentTransform(); // Does not work
FTransform T = RootComponent->GetComponentToWorld(); // Does not work
FTransfrom T = Camera->GetComponentTransform(); // Does not work
// This gets the right location
FVector Loc = RootComponent->GetComponentLocation() + Camera->GetComponentLocation();
}
I have been searching for hours and can’t find how to do this.
I spawned an ACameraActor into the world and i’m trying to set transform for the actor because I can’t get the parenting to work.
// Does not work
CameraActor->ParentComponentActor = this;
// Does not work
CameraActor->DetachRootComponentFromParent();
CameraActor->AttachRootComponentToActor(this);
// Does not work
USceneComponent *CameraRootComponent = CameraActor->GetRootComponent();
CameraRootComponent->AttachTo(UCameraComponent *Camera(From above));
// Does not work
CameraRootComponent->AttachTo(RootComponent);
Only thing I got working was
FVector Loc = RootComponent->GetComponentLocation() + Camera->GetComponentLocation();