Ive made a pawn blueprint but WASD is mixed up

Hi Guys,

Please help
Ive made a hover jet as a pawn in my project. (third person template) i posses the jet with no issues however when using basic shapes to built my jet i must have made it facing the wrong axis!

when i press W it moves right!
when i press S it moves left.

i don’t want to change the default key bindings because then it will mess up my third person character.

how can i change the default rotation of my pawn in the editor.
Ive tried simply selecting my main mesh and rotating it but this doesn’t change anything.
Any help would be much appreciated

.

Hi there,

The simplest way to fix that is to change the “Select Float” node values shown in your image from

A = 1 B = -1

to

A = -1 B = 1.

That should flip it around so you move in the correct direction.

Hope that helps!

Hi thankyou for your input.
This only switches the left/right directions.
I need to basically change W to D , when i press to go forward ( W key) it goes right instead of straight.
i must have made my hover jet facing 90 degrees the wrong way. it thinks the right wing is the front of the object.
.

Actually, you’re right. I re-read his question and what I wrote isn’t going to fix that…

I’ll delete this answer in a few minutes

I completely misunderstood your question 0161warby, apologies for that. @TheParadox has the right idea here, you need to rotate your mesh to face Forward along the X axis in your 3d modeling software.

Forward X means the front of your ship should be pointing in the same direction the X axis is pointing (X axis is the red line). Again, this needs to be done in you 3d modeling software

Be sure to change the Project Settings and Select Float values back to the way they were beforehand, then re-import your mesh, should work properly after that.

do not change the values here… there is a way to simply fix it.

I believe the “forward” vector is set to x being the forward vector, as personally I know I have to rotate all my meshes to face the “x-axis” in the blueprint viewport (in the bottom left corner, you see the red x, green y, blue z) → have your mesh face the same direction that the x is (heading away from the origin? for a lack of better words)

if you push W and you go right that means you need to rotate your mesh and camera 90 degrees around the z-axis - that will line your mesh up with the forward vector