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How do I adjust a SkeletalMesh's rotation to accommodate slopes in my level?

Similar to foot placement IK, I want to adjust my character's SkeletalMeshComponent so it looks better when it's standing on a slope, however it doesn't need to be complicated, as the mesh has no legs/feet/other extremities.

So say I've got a cube for my player, how would I rotate the cube to match the slope's angle?

Preferably a Blueprint solution ;)

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asked Mar 11 '14 at 04:58 AM in Everything Else

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ue4-archive ♦♦ STAFF
49.9k 3662 1987 9113

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3 answers: sort voted first

one possible solution:

get the pawn(cube)location and rotation. send a trace from the pawn and return the Normal of the ground plane(or whatever has been hit) rotate your pawn(cube) to the normal rotation. youll want to use vInterp node to make it a smooth transition.

blueprints have nodes for all of that.

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answered Mar 11 '14 at 11:10 AM

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ue4-archive ♦♦ STAFF
49.9k 3662 1987 9113

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:58 AM

That's great! I've just now been able to come up with a very similar solution as well, though it's probably not very elegant in terms of Blueprint readability :)

I'll post an answer with my current solution

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  • Here's how it could be done, though this doesn't work correctly! DO NOT USE THIS

  • And here's how I have it now, thanks to some experimenting with Nathan's solution! This one works a lot better

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answered Mar 11 '14 at 04:58 AM

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ue4-archive ♦♦ STAFF
49.9k 3662 1987 9113

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