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bullet's realistic rotation

I ask You for it second time, dear friends. The problem is specific: my bullet doesn't fly forward with it's nose, but do it with it's side.
The bullet already rotates as it flies, but perpendicularly it's way.
I think it's because UE takes the side of cylinder like the forward part. Help me please to make it fly correctly.

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asked Aug 11 '18 at 05:40 PM in Blueprint Scripting

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RenegadeCash436
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avatar image ThompsonN13 Aug 11 '18 at 07:01 PM

why not just use the rotating movement component. you could also try reimporting the asset with a different rotation on the z axis by opening the bullet mesh and changing the import transform settings.

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This should not be done in the editor. Model the bullet in a 3d program instead. You will then have full control over its forward axis.

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answered Aug 11 '18 at 05:53 PM

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Everynone
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avatar image RenegadeCash436 Aug 17 '18 at 09:54 AM

thank you very much, you and Blender helped me!

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The front of the bullet in its actor blueprint needs to be pointed forward in the X axis. I mean in the Viewport when you edit the blueprint. Would be a good idea to make it that way in the mesh asset too but maybe you dont have to.

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answered Aug 13 '18 at 03:26 AM

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mightyenigma
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