x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

SetInitialLocationAndRotation in AGameMode::Login has no effect

I overrode AGameMode::Login in my custom game mode. I found a call to SetInitialLocationAndRotation in this method that seemed to set the initial location and rotation of the player based on the StartSpot. When I step through the code below, which is in AGameMode::Login, I can see the correct values being sent into SetInitialLocationAndRotation, but yet the game still loads the player at the StartSpot instead of the persistent location I am loading from the SQL database. Is AGameMode::Login not the correct place to set the initial player location and rotation?

 int32 CreatureID = 0;  
 IDBInventorySystemPlugin::Get().GetCreatureIDFromUserName(InName, CreatureID, DBConnectionString);  
 if (CreatureID == 0)  
 {  
     ErrorMessage = FString::Printf(TEXT("Failed to find UserName"));  
     return NULL;  
 }  
 FTransform *CreaturePosition = new FTransform();  
 IDBInventorySystemPlugin::Get().GetPlayerPosition(CreatureID, (*CreaturePosition), DBConnectionString);  
 NewPlayerController->SetInitialLocationAndRotation(CreaturePosition->GetTranslation(), CreaturePosition->GetRotation().Rotator()); 
 //NewPlayerController->StartSpot = StartSpot;

Product Version: Not Selected
Tags:
more ▼

asked May 28 '14 at 04:08 AM in C++ Programming

avatar image

Dartanlla
2.6k 62 26 281

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

SetInitialLocationAndRotation

This is a player controller function for the player controller itself, not for the character.

If you have a Character spawned and the PC is possessing it, the PC will quickly override/ignore setting its rotation and location, because it is using the camera functions of the Character every tick.

If your goal is to set character location and rotation, do so directly

 Character->SetActorLocation()
 Character->SetActorRotation()

:)

Rama

more ▼

answered May 28 '14 at 04:32 AM

avatar image

Rama
10.6k 446 343 1086

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question