X vector to rot not giving the correct rotation when converting a hit normal

Hey, i’m developing an FPS template and i’m having trouble getting my impact effects to face the right way.
This is my current setup for hits:


The impact normal shows the correct value but for some reason when i convert it to a rotation it faces a different way. By default the hit effect explodes upward but when set to the normal’s rotation it goes along the surface it hit instead of away from it.

Red arrow represents where the effect faces, green arrow represents where it should face.
I’m guessing i’m converting it to rot the wrong way but it’s weird because this is the only use case where i’ve had this issue.

What does “backup” mean here?

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Sorry explained it badly.

If you want the item you’re spawning to inherit the normal, then you can say

Which gives you

normal2

So the Z, indicates the way the spawned item is facing.

Maybe I’m wrong, but I’m assuming you want the orientation to be reflected in the normal, like something bouncing off the wall? Then you would need something like

which gives

reflect2

The thing I’m spawning is just a BP with the 3 axes in. I’d recommend using something like that to get your angles the way you want them, then switch to the particle. Because particles quite often don’t follow the spawn orientation, and you don’t want to deal with that while you’re trying to troubleshoot the spawn angle :slight_smile:

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Thanks! That makes sense, gonna try it now

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