Rotating an object at a point via Motion Controllers
I am attempting to create a blueprint script that will rotate a sphere around a point in any direction so that it's rotation follows the motion controller that controls the rotation.
Here's what I have, but what I'm seeing so far is that the sphere rotates wildly when set planet rotation first starts firing. It smooths out somewhat if the controller is moved to an arbitrary location away from the start point, but is still unpredictable. This event is being fired on tick, as long as a grip button on the controller is being held down. When the button is released, we reset StartCtrlPosition and no longer fire SetPlanetRotation until the button is pressed again.
asked Aug 09 '17 at 09:01 AM in Blueprint Scripting
Here's what I ended up with that works, for the most part. I needed to account for even the smallest movement of the controllers having potentially a huge impact on planet rotation. This graph is also very much cleaned up.
answered Aug 10 '17 at 02:23 AM
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