Using Loops, Find look at rotation

Hey guys, total noob here, I’ve been watching video tutorials and reading some of the documentation and today I got to this video (Using Loops : Procedural Level Design) , and I managed to recreate it all and get working exactly like in the video, and I think I get it for the most part, but still there are these few things that I just can’t figure them out,like for example :

  • What’s the point of multiplying the endpoint vector by 1 at 2:57 ? I tried without it and it worked just the same !

  • How does “Find look at rotation” exactly work?, I tried it with a cube mesh instead of the pillar mesh and it didn’t work!

Hey SilentSword-

To answer your first question, the reason the video multiplied by 1 was to keep the X and Y values the same while multiplying by 0 to remove / ignore the Z.

As for Find Look At Rotation, the Start vector is the location of the object / actor that is “looking” and the Target vector is where they are looking at. The Rotation that is returned is the rotation needed to face the target vector from the start vector.

Cheers

Thanks man, Much appreciated