The control rig setup is working fine. The ‘target’ and the ‘delay target’ do what they are supposed to do. But in the turret bluepring, the location data (control rig → get control position) doesn’t update. It prints that same static location. Now, if I change the node’s “space”, the location of the crosshairs change, but they still don’t move.
I have even tried getting the ‘forward vector x 3000’ of one of the moving components in the turret, but even though the turret obviously moves, the value never changes.
Why is the value not updating in the tick function?
Edit: This is not an issue with the “valid Get” of the crosshairs. I have put the validated Get after the control position update, and still no worky.
TLDR: Can’t drive player widget location via control rig. Instead, I drive the player camera view, the Aim At Target DELAY, and the crosshair location all in the blueprint.
I am new to this whole thing, but I have been told by some dev friends that I am doing this wrong. So, here I am trying to do it right.
Apparently it is not yet possible to pull values from a control rig into a character/actor blueprint. Supposedly that functionality is on the way, but it’s not here yet.
That being said, someone told me that control rigs are only for visual stuff, not calculating stuff for the game.
Originally I had a “Look At Target” and a “Look At Target DELAY”. The blueprint would drive the “Look At Target” and the control rig would use a spring interp to make the turret look like it was following the player’s camera view . I wanted the “Look At Target DELAY” to drive the crosshairs widget on screen.
Instead, I drive the player camera view, the Aim At Target DELAY, and the crosshair location all in the blueprint.