Hello,
I’m very much a beginner and have just finished the “Blueprint 3rd Person Game” tutorial video set. I had to troubleshoot an issue, and found the solution, but it makes me wonder about something, and I’d like to confirm I’m thinking about it properly.
Problem I was having:
My character wasn’t moving relative to the camera angle, but instead was moving relative to the world. Which made controlling them all but impossible if I was looking around.
Solution:
I dug in and realized that I had hooked up only the Y/Pitch wiring in the Break/Make Rotator Links I’d set up. When I hooked it up to Z/Yaw, all was corrected. And, I think I understand why.
New Question though:
Why is this Break/Make step needed? In search of an answer, I tried a few different hookups:
- If I wired all three axes in the Break/Make Rotators, the controls still functioned properly:
- If I disconnected them completely, it still functioned properly:
The only difference I noted was that if I pitched the camera down toward the ground and tried to run forward, it wouldn’t run until I pitched back up; then it would gradually pick up speed as the ground moved out of the way. I understand why this happens, since doing the Break/Make Rotator locks things to Z only (thus ignoring the other directions).
Is this the only reason to use the Break/Make Rotator links? Or is there another advantage to doing so?
Thanks for reading this very basic question!