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Problem with tracing from screen to world

Hello friends

I've made my prototype game in Blueprints but I want to make it C++ now and so far everything is good but there's a problem with tracing from screen to world. Here's my code:

Solution #1:

 void ALeviathanPlayerController::RotateToTarget()
 {
     APawn* thePawn = GetControlledPawn();
     
     if (thePawn)
     {
         if (IsLocalPlayerController())
         {
             FVector2D mousePosition = FVector2D(0, 0);
             GetMousePosition(mousePosition.X, mousePosition.Y);
 
             FVector worldLocation = GetCharacter()->GetActorLocation();
             FVector targetLocation, targetDirection;
 
             DeprojectScreenPositionToWorld(mousePosition.X, mousePosition.Y, targetLocation, targetDirection);
 
             DrawDebugLine(GetWorld(), targetLocation, targetDirection, FColor::Red);
 
             targetDirection *= 10000;
 
             targetDirection += targetLocation;
 
             FVector Intersection = FMath::LinePlaneIntersection(targetLocation, targetDirection, thePawn->GetActorLocation(), FVector(0, 0, 1));
 
             FRotator Rotation = FRotationMatrix::MakeFromX(Intersection).Rotator();
 
             //thePawn->SetActorRotation(Rotation);
 
             this->SetControlRotation(Rotation);
         }
     }
 }

That didn't work, so I tried another solution:

Solution #2:

 /*
     FHitResult Hit;
     GetHitResultUnderCursor(ECC_Camera, false, Hit);
 
     FRotator Rot = FRotationMatrix::MakeFromX(Hit.ImpactPoint).Rotator();
 
     SetControlRotation(Rot);
     */


It rotates the character, but as the player walks it start rotating in the wrong direction. I don't know how to fix it. Any ideas?

Product Version: UE 4.10
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asked Mar 14 '16 at 04:43 PM in C++ Programming

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Young_Wolf
23 2 4 11

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