Math problem / Rotation Bug
I have a problem with a static mesh and a socket not being where where I expect it to be. I have a mesh and in the editor I added a socket to it. And added it to the relative location of (X = 0, Y = 300, Z = 0). Now the actor I have the Static Mesh as the root component.
When I change the rotation of the mesh I expect the socket to be at the same location relative to the mesh and its rotation.
What am currently doing is this.
Am no math wizard, as you can see.
But here is a illustration of what am trying to do.
Thank you for any help.
asked Oct 09 '15 at 09:37 AM in Using UE4
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