Gizmos on transform widget always in world coordinates

I created a variable of type Transform in a blueprint, and enabled Show 3D Widget option to manipulate it. But if I rotate it, the gizmo keeps in its original rotation. The gizmo should be rotated if in local coordinates.

Here is the current setup, with a Start and End Widget for my tool:

If I rotate the End Widget, the gizmo stay the same, but the transform is rotated:

It makes it very dificult to manipulate.

Here is the [link][3] to this Spline Track Blueprint

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Hello,

I may have a solution for you if I understand your issue correctly. Just to be clear, you would like for your transform widget to rotate relative to the geometry rather than the world space? If so try the following:

18657-movehelp.png

I hope this helps.

Cheers

Thanks for the answer! But if you take a closer look to my second picture, I pointed out that the coordinate system is set to local , and even in this way the gizmo does not rotate when I rotate the Widget. Neither local or world coordinates makes the gizmos rotate with the Widget.

Hello,

I have a quick question for you. If you rotate the mesh it’s self will that cause the widget to rotate?

Yes, the gizmos in local coordinate is oriented by his parent Actor. Since I’m manipulating some kind of child transform, It should be oriented by this child transform. Otherwise it gets very difficult to manipulate.

Hello,

I have a suggestion that may help you out . Have you tried using a spline and a spline mesh? Here is an example. The point that you would use to alter your mesh will retain the rotation.

Set up your blueprint components like the following:

Then head over to the graph and set it up like this:

Let me know if this works for you.

Make it a great day

My first attempt of track editor was using this approach , but it does not work for me because the spline does not contain informations of roll and scale.

I use scale to change the track width and the tangent size along the path. I also need full spatial rotation for bankings , loopings etc, that the spline does not support. In the end I used a full transform for controlling each track section.

But the lack of local rotation makes it terrible for manipulating. Even the scale gizmo got wrong directions when the widget is rotated.

In Unity I would have an equivalent of child Actor for manipulating the track, but I don’t know if is there is a way to have a child actor component be manipulable from the outside of the blueprint editor.

Anyway, its very confusing to have the gizmos of a transform variable aways oriented by its parent actor.

Hello,

Since the workaround given didn’t work for you, I went ahead a submitted a feature request (UE-5257) to the developers. Thank you for your time and information. I hope this helps.

Make it a great day

thank you very much! I`ll stay tuned for next updates.

Hi,

This was fixed here if you wish to merge it locally.

In addition, you might be interested to know that a SplineMeshComponent visualizer was added here (which won’t be in the upcoming 4.7 release unfortunately). This will give you tangent visualization and editing, something which is not easy to do, even using the “Use 3D Widget” facility of a Blueprint variable.

did you find a solution?