I’m trying to set up a movement system where the character is moved based on the input from the Vive motion-controller touch-pad, except the character then moves based on the forward vector of the controller, rather than in the world.
If I just make a vector from the thumb-stick values it moves relative to the world X & Y, I just can’t seem to get it to work with the forward vector replacing the world’s ‘forward vector’. I know I need to either rotate it around something, or add the right values together but I can’t work it out. Any Ideas?
This is in a Pawn Blueprint. In the components tab there is a character movement component, which means the ‘Add movement Input’ Node (shown in the original question ^^) can be used, so the vector from the above ‘rotate vector’ component plugs into there. This is done off the event tick node, with a branch statement. When the player presses down on the controller it is set to true.
Thanks for reply! (sry for being late). I got the forward vector to follow the controller rotation (see blueprint) but i cant seem to make any of the touchpads inputs register. I have sett them all up as input axis but nothing seems to be working.
I can move fine with the facebuttons keyboard but i want to use the touchpad.
I havent worked with event tic nodes before do you need it to use inputs such as the touchpad?