Applying Torque in Local Space on a Physics-driven Pawn
I have a physics driven Pawn and I'm currently trying to add turning using 'Add Torque' and 'Set Angular Velocity'. But it seems that these functions are world-space aligned, which is the opposite of what I want: I need this to be aligned to the mesh itself. Right now, Add Torque and any other rotation stuff in physics always works in world space, which is the opposite of what I need.
I asked the same thing here in the forum: https://forums.unrealengine.com/showthread.php?123979-Applying-local-angular-velocity-in-a-Physics-driven-Actor&p=599704#post599704
asked Sep 25 '16 at 03:05 PM in Blueprint Scripting
Here's the solution that I found for this issue
This will add body-space aligned torque to your object
in cpp (From Actor Component C++ )
if you use Blueprints try this out
answered Oct 05 '16 at 01:52 PM
Another potential solution:
I realized I had "use controller pitch / yaw / roll" set to "true" in the details section of my physics-driven pawn. Unchecking those options finally let my pawn rotate freely using AddTorque.
(This was after trying converting the coordinate space on my torque vectors between world and local without any luck.)
answered Nov 17 '16 at 05:22 AM
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