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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: alt text

X is forward, Y is right, Z is up

In phyics simulation it drops nicely and stays put:

alt text

The pawn blueprint is derived from WheeledVehicle pawn: alt text

But when simulating (or playing) the camera/springarm rotate opposite the model:

alt text

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?

Product Version: UE 4.8
skeleton.jpg (220.3 kB)
physics.jpg (219.9 kB)
blueprint.jpg (406.3 kB)
simulation.jpg (410.4 kB)
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asked Jul 21 '15 at 04:09 PM in Blueprint Scripting

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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.

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answered Jul 21 '15 at 05:48 PM

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avatar image Raisteu Jul 21 '15 at 08:45 PM

Nice! That stopped the camera from moving, now I'm off to the next challenge, figuring out why the wheels fall through the floor :d

Thanks for the tip!

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