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How would you go about creating a Projectile fire from a third person model while still being able to turn?

How would you go about making a "projectile" fire in a straight forward vector from the third person model while still being able to turn and firing in the same manor, i have tried a mixing a few nodes and i was able to shoot straight once but it was always shooting in the starting position.

The camera is set to the mouse so the "player" turns with mouse

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asked Apr 27 '14 at 10:47 PM in Blueprint Scripting

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avatar image IBRAHEEM_PRODUCTIONS Aug 08 '14 at 06:03 PM

i dont know but im using the ue4 sidescroller and my projectile fires from my characters waist to the camera. how can i fix this? i copied most of the blueprint from the first person tutorial.

avatar image Adam Davis STAFF Aug 08 '14 at 06:10 PM

Hi everyone,

Can I see what you have so far? I might be able to point you in the right direction.

avatar image IBRAHEEM_PRODUCTIONS Aug 08 '14 at 06:54 PM

heres my blueprint:http://imgur.com/6BGUbMz i took it from the 1st person template and modified it to work on this sidesctoller

avatar image cyzada Aug 08 '14 at 08:03 PM

It looks like the projectile is spawning at the root of your pawn because you're only taking the Actor position of the Player Pawn. I'd try adding some form of offset to the Z Axis before going to the Make Transform.

avatar image cyzada Aug 08 '14 at 08:15 PM

Psychia, if your Pawn is turning with the camera, do you always want to shoot towards the center of the screen? If so you can use screen coordinates. A quick search brought this up: https://answers.unrealengine.com/questions/55773/get-screen-location-to-world-space.html

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Hi Ibraheem_Productions,

In your projectile, make sure your velocity is set down your y at 1.0 instead of your x at 1.0. This can be found in the projectile movement component detail pane. Once you do that, set the spawn location and rotation to the mesh/capsule of your player. Attached is a copy of what I did: alt text

To control rotation of fire, try placing a clamp on the spawn function in the character blueprint, if the player is between (A,B) rotation, can spawn projectile, if not, cannot.

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answered Aug 08 '14 at 08:29 PM

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