How to move a child actor WITHOUT affecting the root.
In the project I am working on, I am trying to allow the player mesh to move forwards and backwards while having left and right input rotate the player around a central point. As of right now, my setup is as follows:
Root -> Spring Arm -> Static Mesh ->Box collision ->Spring arm / Camera
The root is a sphere that I am using to cause the rotation I want. That portion is working as intended. However, when it comes to movement it falls apart. I used the following BP and it caused the whole system to move forward, which throws off the "pivot point" I am trying to circle around.
As a result, I attempted to instead use a spring arm and adjust the target arm length to offset the player from the center by using this BP setup:
It wasn't yielding any results, other than making my player get locked to 0. (It's why I put a print on it, I thought it was moving it into the distance somewhere, but instead it was throwing the actor inside the root and keeping it pinned there.) I turned off collision for the root just to see if the movement would work on the player mesh. It didn't.
Long story short, I would like to know if there's a way to move a child actor independently from the root, as I seem to be getting nowhere with spring arms. I will alternatively take a fix on the spring arm end if there is one.
I believe simple movement input would always move the entire character with the root inclusively.
answered Aug 16 '18 at 05:48 PM
I initially asked this question a couple months ago on StackOverflow before I had even worked out the rotational component of what I wanted. I'll post a link to the solution there, as it goes in depth on the whole setup, to include the aforementioned rotation.
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