Turret on spaceship faces mouse curser position.. until the ship begins to move.. what am I doing wrong?

Hey all,

I’ve got a spaceship that has a turret on it… the turret needs to face the position of the mouse curse… and it does that, but only when the ship isn’t moving! I think it has something to do with physics, because if the ship is moving, as it begins to come to a complete stop, the turret will slowly begin to regain the ability to move. Then when it has finally come to a complete stop, it moves as intended.

Anyone know what is going wrong? Here’s my BP for the “turret look”, I also have the turret selected (SpaceFly1B) so that the physics and collision details are visible.

Thanks!

I would have guessed that your graph would have worked like you wanted to. Can’t see anything obviously wrong.

Ha… me either! It’s gotta be something physics related… I’d think… but can’t figure out what… Thanks!

Sorry, forgot reply! Could you please send us a screenshot of your movement blueprint on the spaceship?

This maybe be the thing, i dont know for sure.

You are using movement for one blueprint setup, and rotation for another. maybe these two collide with each other?
Its just a guess!

I suggest you connect those two and use a set actor location AND rotation node!
Hope it helps!

Hey there!
Because we struggled into this too, let me place some experience on this.
We find out that the “FindLookAtRotation” Node convert the rotation into a horizontal rotation that doesn´t work in 3D space.
I didn´t find the solution but i´m testing around with the turret socket on the ship and the mouse world position in space. That means, i´m using the same node as you did and try to calculate a forward vector (Mouse location+mouse direction+a float value for the depth in space) on my own on which i can make a rotation for the turrets.

So if you have found any solution in the past time, i will appreciate you to share it with us.

Best regards,
Darkentik