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Get face rotation

Hello all.

(Sorry I use translate.google.com)

I am trying to program a projectile in blueprint that makes spawn a decal at the impact point. But could not find how to do its. This makes a long moment that I search. I only found this calculation with the "Impact Normal" from "Hit result" to find the Z rotation but the value is not very precise.

alt text

Thank you for your response.

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asked Jul 23 '14 at 03:02 AM in Blueprint Scripting

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Loux xavier
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2 answers: sort voted first

I have found this answer long ago : You need use a RotationFromXVector.

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answered Oct 15 '15 at 01:54 AM

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Loux xavier
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so are you trying to find the rotation of a polygon/triangle of a mesh?

i was having trouble with a particle system being attached in the wrong orientation and i kept alternating between 'HitNormal' and 'Normal' to no success...

the thing that was messing up my normal was that the 'Hit' was based on the capsule of the blueprint i was tracing to, not the mesh in it... so i made an auto convex collision on my mesh and made the capsule ignore 'visibility' (i think) and then it worked better.

dont know if this will help, but good luck.

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answered Jul 23 '14 at 04:26 AM

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ClaverFlav
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avatar image mindfane Jul 23 '14 at 04:37 AM

This is the right answer, I think. I also had this problem and was solved in a similar way. If the Capsule (or Sphere/Box) is used for tests, the impact normal wont be very accurate.

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