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How can you make a rigged object with complex rotation factors face another object correctly?

I want to make a single bone face an object! I know there is objects facing objects, but I have made a light rig, and I want the light to swivel correctly when facing the object, wondering if this is possible!

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The main light piece would need to only move in it's fixed 180 degree motion, and for spinning the base would have to move. I have it animated, but that is not efficient for when using sometime sup to 60 of these. I want to be able to make a small objects I can animate, and they all "look" at the object, but also maintaining proper rotation, not just a piece of the mesh moving through other parts of the mesh. If that makes sense.

Also when making them follow an object, would I be able to make them follow a bone in the object? For example I would animate the movement of the object in 3ds max, and just place it in Unreal. I don't want them to stare at the static object, but the small animated object that moves within it.

Please let me know if you can help! Thank you very much!

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asked May 09 '15 at 03:47 PM in Blueprint Scripting

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