Hey gang,
I’m not amazing with rotators and vectors and after a few experiments decided to ask for help.
What I’m doing is when the player hits an object, an event fires and I use a timeline to essentially ‘bop’ the object in the direction the player is facing (or I guess I could use the collision normal, heh). What I can’t figure out is what I should do with the player’s rotator to turn that into a direction along which to move the object.
usually you use get forward vector and then multiply it by a float of whatever amount you want to move
this could be tied into a addlocaloffset of add torque node.
rotators? that gets a little more complicated i prefer to only use vectors if possible.
Let me know if this helps Don’t forget to accept an answer that best clears your question up or answers it so when the community finds your question in the future via search/google they know exactly what you did to fix it/get it going.
Ah so the forward vector gets the x and translates it into world space…now that makes sense. I assumed rotator was the easiest but it seems only best for dealing with passing rotations around, not converting to a vector. Thanks!