Why the arrow components in my character is not rotating when the character does?

Arrow components are following the character by location but not by rotation, their rotation stays the same all the time. I want to simmply attach the arrow components to the character, I am quite a noob here, probably it is something simple I am missing.

Hey @NEYSE_O001 !

It’s probably due to where you have the arrow placed in the hierarchy. Also you may have the rotation locked!

Make sure it’s attached to the capsule component directly, and then select the arrow and look at the details window, and search “lock” and make sure nothing is checked on the rotation or location. :slight_smile:

Hope that helps!

Rotation is not lockable, and nothinng appears when I search lock?

That’s my mistake, I figured you could lock an arrow like you can other components, but I guess you can’t. What about your hierarchy? The thing that looks like this:


Also how are you turning? is your whole character turning or just the mesh/camera? You need the arrow to be attached to the highest component in the hierarchy that still moves.

resimCurrently it’s like this, I tried to attach it to capsule comp, than skeletal mesh, no difference. ı don’t understand. Mabe there is a problem with my scripting but probably not, just in case, is there a way to see arrow components in testing, just like we can see collisions?

You can indeed do that! Just not with the inherited arrow, so it has to be one you added yourself.

Just select it and in the details window look for “Visible” and “Hidden in Game”. :slight_smile:

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Still can’t see the arrow. I am really sick of it at this point.

I move to the real game project from the template, now I can see the arrow, alot of things has changed I don’t know exacly which caused that fix. Anyway, now I have brand new problems :smiley: .

@Mind-Brain @ClockworkOcean

I can see the arrows in testing, but line traces seems irrelevant, probably this time it’s entirely my fault. Line trace starting point is right, however ending point always the same by world location.


This is the nodeset that caused it.

And then I tried a different way and everrything screwed all the way up. An that way’l be:

This one resoults in the character goes in a completely irrelevant, like 60 degree direction wich nothing points to at first shot, next one it turns a little bit, and at 3’rd shot it stays in same, wrong and commpletely as seems random rotation. I don’t understand. Please show me the right math here. (Character turns itself via line trace)

To be clear, line trace start point has to be arrow’s world location, and its ending point is arrow’s location, direction, and “main trace distance" variable’s value.

You’re really close. This should be what you need! :slight_smile:

Line trace is not firing at right direction, it must simply go by arrow direction, does not do that. And also gravity and rotation is simply must set by line trace hit point’s normal, does not do that either.

There’s a slight issue here… You have a multiplication node instead of an addition node. :slight_smile:
Happens to the best of us!

I changed that, there is still problems. As I asked to other guy, can I set rotation by gravity as in Unreal templates? Would make my work easier.

It’s working at first line trace shot, but not after, also the movements are not converting by rotation but I will set it done it is easy. I don’t understand how the nodeset is working properly at first shot but not then, weird, do you have any idea about that?

By the way, to turn the character I just multiply the normal with 2, cannot do it automaticly like in UE templates.