Camera rotating when attached to a physics enabled skeletal mesh
Version: source 4.8.1 as well as 4.8.2 non-source
I've been struggling getting vehicles working in my game. I've used a lot of different models and decided to get back to basics with a model made in maya using the following tutorial: https://www.youtube.com/watch?v=9yrHqMBynlw
I've been looking around on answerhub and tried to implement all the tips I've been able to find, namely with the root bone position at 0,0,0 and making sure the model is facing the correct way in maya/max?
Here's the imported model:
X is forward, Y is right, Z is up
In phyics simulation it drops nicely and stays put:
The pawn blueprint is derived from WheeledVehicle pawn:
But when simulating (or playing) the camera/springarm rotate opposite the model:
You can get the model at https://drive.google.com/file/d/0B5fT8unMtUSzaDV6ekNVeHpac1U/view?usp=sharing
Does anybody have any idea what's going on?
asked Jul 21 '15 at 04:09 PM in Blueprint Scripting
Have you tried adding a socket to the mesh and attaching the spring arm to it? That's what I'm doing for my vehicles, although mine extend from Pawn rather than WheeledVehicle I imagine there aren't any relevant differences.
answered Jul 21 '15 at 05:48 PM
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