Please help! Problem Computing Movement Angle
I've been trying to figure this out all day and am running out of ideas. This is for a third person game using root motion animations. I have a blendspace for going from idle to walk with directional inputs ranging from -180 to 180. When the camera is behind the character, they correctly initiate walking in the right direction (forward is 0). I am struggling to think of a way to adapt the input to the correct angle for the blendspace (so that if forward is pushed but the character is facing left of the camera, the blendspace uses the animation set for 90). I have the axis inputs linked to an a2tan node to convert them to degrees, hence the character moving forward relative to themselves and not the camera. Is there a way to add or subtract the difference in degrees from the axis inputs and the camera and send the final angle to the blendspace, or another approach that would solve the problem?
asked Nov 07 '16 at 06:45 AM in Blueprint Scripting
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