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Projectile not firing in the right direction

I'm making a top down kinda isometric game and I'm trying to have the player fire projectiles. I'm making the player and the gun separate actors. The player class attaches the gun to a bone socket and then tells it when to fire.The issue is that it's not firing in the direction the player is facing. Here is the firing code:

 UWorld* const World = GetWorld();
     if (bFiring && FireCoolDownTimer < World->GetTimeSeconds())
             if (World)
                 if (ProjectileClass != NULL)
                     // Get the positions transforms
                     // Get the camera transform
                     FVector Loc = GetActorLocation();
                     FRotator Rot = GetAttachParentActor()->GetActorRotation();
                     FVector const MuzzleLocation = Loc + MuzzleOffset;  
                     FActorSpawnParameters SpawnParams;
                     SpawnParams.Owner = this;
                     SpawnParams.Instigator = Instigator;
                     // spawn the projectile at the muzzle
                     AProjectile* const Projectile = World->SpawnActor<AProjectile>(ProjectileClass, MuzzleLocation, Rot, SpawnParams);
                     if (Projectile)
                         FVector const LaunchDir = Rot.Vector();
                 }//projectile check end
         }//world check end
             FireCoolDownTimer = World->GetTimeSeconds() + FireCoolDown;
     }//bfiring check end

The "InitVelocity" code is:

 void AProjectile::InitVelocity(const FVector& ShootDirection)
     if (ProjectileMovement)
         // set the projectile's velocity to the desired direction
         ProjectileMovement->Velocity = ShootDirection * ProjectileMovement->InitialSpeed;

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asked Sep 20 '14 at 03:02 PM in C++ Programming

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avatar image RuBa1987 Sep 26 '14 at 12:16 PM

What object is the attached parent?

You should be firing along the local x axis. I dont think you want to shoot relative to the world.

Make sure that the x axis of the parent lines up with x axis of the gun.

Something else you could try that's a bit of a hack is you can calculate the look at rotation between your projectile and the character (use this UKismetMathLibrary::FindLookAtRotation) and subtract 180 on the x.

avatar image Namr2000 Sep 27 '14 at 12:16 AM

I have made it so that this code now executes inside of the Player class I have also changed this line to fire across the X axis but it is still firing on the world space X axis

FVector const LaunchDir = FTransform(Rotation).GetScaledAxis(EAxis::X);


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4 answers: sort voted first

I think getting the forward vector might be what you are looking for.

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answered Sep 20 '14 at 04:36 PM

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avatar image Namr2000 Sep 21 '14 at 07:19 PM

That didn't help I still have the same result of the projectile being fired in the same direction

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check your BP/projectile class and make sure 'Projectile Movement.Initial velocity in local space' property is false.

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answered Sep 23 '14 at 11:56 AM

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avatar image Namr2000 Sep 25 '14 at 12:28 AM

Turning that on seems to have no effect as well.

avatar image evilrat666 Sep 25 '14 at 08:22 AM

It should be turned off, and looks like you also need normalize vector you get from FRotator.

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I know that you have to have the rotation set to world instead of local. Our programmer was having the exact same problem.

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answered Sep 25 '14 at 12:51 AM

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avatar image TSpartanT Sep 25 '14 at 12:52 AM

For some reason having local rotation makes it go in random directions.

avatar image Namr2000 Sep 25 '14 at 01:58 PM

How do you transform a rotation vector into world space?

avatar image TSpartanT Sep 26 '14 at 05:56 PM

I have no idea how he did it.. I just know that this fixed his problem.

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I fixed the issue, the tutorial is retarded or something...

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answered Oct 27 '15 at 11:57 PM

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