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Z axis controlled by physics

Hi All, Sorry for a possible noob question.

I'm struggling with a problem for environment asset, I want to have a car going round a banked track, I've set the spline to control direction and rotation but as the track is fairly complex I am having trouble matching the spline to the geometry.

Is there a way of using the spline to get direction of x and y but let physics collide it with track to get y movement, and same for heading rotation only following spline but letting the pitch and roll be driven by physics.

I'm sure there's a way to break the vectors out after the get spline direction and rotation and lerp them with something that gives the default physics on the car and collision on the track


Product Version: UE 4.14
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asked May 25 '17 at 02:49 PM in Blueprint Scripting

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