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Need some help with a weapon lead blueprint

I've made this weapon lead blueprint that seems to work pretty well, but here's the kicker: it only works if you turn right.

I made it so if the axis value from "MouseX" is greater than 0, it'll rotate the first person viewmodel 5 degrees to the right through a timeline event called "Turnright". I've been trying to figure out how to make it so when the axis value is less than 0, it reverses "Turnright", then plays "Turnleft", and vice versa, but I've had no luck. Any ideas?

alt text

Product Version: UE 4.10
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asked Dec 17 '15 at 01:21 AM in Blueprint Scripting

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2 answers: sort voted first

Just setup another branch off of false of your first branch, and check whether or not the value is less than 0.

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answered Dec 17 '15 at 02:49 AM

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avatar image ViddyXD Dec 17 '15 at 03:39 AM

Did that before, however, it doesn't reverse the timeline event first, it just jumps to the other one. The closest I've gotten to doing a complete blueprint for this is where I've gotten it to play "Turnleft" when I turn left, and then "Turnright" when I turn right, however when transitioning from the first to the second, it didn't reverse the former first, it just jumped straight to the latter event.

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Here's my blueprint for it. Just take the axis values for your mouse movement input and rotate the accordingly on the x and y axis. Then you just add the base rotation of the weapon. Hope you can use this well.alt text

weaponlead.png (184.8 kB)
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answered Jul 13 '18 at 11:00 PM

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