forward vector value gets offset when nesting a blueprint
i posted this earlier as a question not seeing the bug section at first, and i ve nailed down the exact issue now i believe
I ve got a basic third person movement controller, get values for the forward and right vectors -> add movement input
If I add a child actor to the character mesh and select a socket for it, and have a static mesh defined in the selected blue print for that child actor (in my case a weapon mesh inside an actor blueprint), the forward and right vector values essentially get swapped or rotated 90 degrees. So pressing forward will move the char left and vice versa.
I ve discovered if i use a skeletal mesh component instead in the child actor everything seems okay
asked Feb 26 '16 at 12:18 AM in Bug Reports
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