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Ignore parent transform?

Hello, i was wondering if there is any direct way for a component to ignore any parent transform? or, at the least, the change in the Z location. it's about the crouching, but that shouldn't matter.

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asked Mar 07 '15 at 12:05 AM in Using UE4

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5 answers: sort voted first

Probably absolute/world position instead of relative will help you. You find it in the component details > transform.

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answered Apr 17 '15 at 03:04 PM

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avatar image MattWoelkMonk Apr 12 '18 at 03:12 PM

Click on the little drop-down arrow beside the property that you want to switch from relative to world. alt text

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Detach it from the parent.

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answered Mar 07 '15 at 01:27 PM

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avatar image Filoppi Mar 07 '15 at 04:41 PM

well then it's not a child anymore. anyway, i managed by updating the position manually every frame, even if it is not what i was looking for, but i guess there is no "official" way to do it.

avatar image Bonnnnnn Apr 17 '15 at 03:00 PM

Leaving a comment here so I remember to down vote you when I have enough reputation.

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You can remove all child components -> rotate, move or scale parent -> and reattach all child components.

Like that: alt text

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answered Feb 19 '16 at 02:40 PM

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All the answers talk about changing relative location / detach & reattach but none of those are correct if you're looking for is to inherit scale / position but not rotation. Thankfully, the easier answer (at least in 4.15, unsure if it was available beforehand) is the SetAbsoluteXXXXX which is a pin you can pull off any scene component.

edit: This will maintain an absolute rotation regardless of parenting.

See this post: https://answers.unrealengine.com/questions/188079/ignore-rotation-with-attached-non-character-compon.html

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answered Mar 24 '17 at 08:43 PM

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Here's a (potentially) less costly option than using an every-frame rotation change, but using the Set Absolute node and checking Rotation is probably the simplest. The option I used for a while was to add a SpringArm to the parent, then make the object you don't want to move a child of the spring arm. Then in the spring arm's settings:

  • set Target Arm Length to 0,

  • Untick Do Collision Test,

  • Untick Inherit Pitch,

  • Untick Inherit Yaw,

  • Untick Inherit Roll,

Then just put the spring arm where you want it, acting like an anchor, and you're good to go. However, if you want the object to constantly be facing the camera while it moves in perspective, you'll still need to use an every frame adjustment of its rotation.

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answered Jun 13 '18 at 05:42 PM

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