Rotation In World Position Offset

Hey

I am currently using the location of an animated object from blueprints to attatch another object to it within that objects material - all working fine using the location.

I’m now trying to add the rotations from the animated object to combine with the location. I’m trying to use the transform3x3matrix (Putting my location vector into the first input) and then putting my Forward/Right/Up rotation vectors I’m getting from blueprints into the x/y/z of the Material function.

I cannot seem to get the correct result and cant find any good explanation or breakdown of how this does/should work in relation to transforming an object and rotating it [I have checked other similar questions but none give me an answer which gets me closer]

Currently my mesh is quite a mess, its definitely getting rotations but not rotating around the correct location/origin/axis but I have tried various one minus’ nodes in different places, swapping values around in case they were ordered wrong and just generally googling to solve my issue but cant seem too,

Any help would be great :slight_smile:

For those in future with similar issues;

I used the forward/up/right vectors for my x/y/z values in the transform matrix, and then local position into the vector to transform and with some other small tweaks I got it working :slight_smile:

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