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"

Is Set World Rotation bugged UE4.14?

Hello. Using 4.14.1, just compiled from the Github release version.

I migrated my project over from 4.13, tested it and it works gret expect for just one bit. At the bein play segment, I call an actor and set it to look at another actor once. I simply set the defaultSceneRoot of the actor blueprint to the new rotation. IN UE4.13 it worked flawlessly.

However, the actor is not moving any more. It stays fixed, facing the same direction it was when it was placed on the level.

Blueprint Set up. alt text

The node is fired, because when I set a break-point there, it does get called. I tried to simply set the new rotation manually, to test out various values, but it doesn't work, it doesn't move at all. I then Tried this set up, and the value I get from get world rotation for the defaultSceneRoot, is not changed at all after the SetWorldRotation. alt text

Is this a known issue, or is there a workaround? Thanks

Product Version: UE 4.14
Tags:
more ▼

asked Dec 21 '16 at 02:11 AM in Bug Reports

avatar image

Motanum
630 58 65 306

avatar image Motanum Dec 21 '16 at 03:18 PM

New Info, I just tried the same setup on a clean project on UE4.14 and it did work then. I made a small "spotlight" model follow the player with the following blueprint set up. alt text

Which I call every event tick. So, what can I do in my migrated project? What can I try out?

alt text

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

1 answer: sort voted first

I got it. Thanks

.....

Just kidding, of course I will say how it was fixed.

The issue was that the components were set to Stationary, and the defaultSceneRoot to Static, to save on light performance by having fixed lightmaps built. Anyways, it seems that if the component is set to Stationary or Static, it wont move around when using set world transforms. It was still allowed to move on 4.13, and then "fixed" for 4.14 I think.

I set the components to movable and the Set World Rotation works as intended.

alt text

more ▼

answered Dec 21 '16 at 03:39 PM

avatar image

Motanum
630 58 65 306

(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