2D character rotation
I'v been scratching my head about this all day, either using blueprints or C++.
I am using the side-scrolling blueprint, and what I am trying to do is to have a 2D sprite as my player character. So, I am creating a sprite and dropping it on to the pre-made 3d character blueprint.
The problem I am having is, that the existing 3d character starts off facing the camera. This means my 2D character also starts off facing the camera too and is practically invisible (think as thin as paper). As soon as I move left or right, it appears. What appears to be happening is, the 3d character is setup to turn from -90degs to 90 degs over time.
I would like to have my 2d character start off facing one direction, and when a button is pressed it snaps to the other. I can sort of recreate this by changing the rotation speed stupidly high, but it feels like a workaround, and doesn't solve the initial rotation of the character.
If I just set the 2d sprite to be offset by 90 degrees, it shows facing at first, but then rotates between 0 and 180 degrees.
Below is the initial output
And here is after I hit 'A' or 'D' to go left/right with a stupidly high rotation applied (please forgive programmer art).
I feel as though i am approaching this the wrong way, any guidance would be greatly appreciated.
Thanks for reading.
asked Jun 15 '14 at 09:25 PM in Using UE4
Assuming your sprite sheet has all axis in it for left right and what not. So you want the sprite to always face the camera. Note that Mob Name and Mtr Health are the components in the actor component list.
answered Jun 16 '14 at 12:19 AM
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