Torque rotates the actor the wrong way?
In the rolling ball content pack, aren't the torque vectors effecting the ball rotation in the opposite way?
Here, the ball is rotating forward. The red line is the torque vector, pointing from the ball outwards to the right. In this scenario, shouldn't the ball be rotating towards the screen instead of away from it?
And here, the ball is rotating to the left, yet the torque vector points away from the camera.
And this is the code I used to draw these lines, same code for MoveForward. Am I missing something here?
asked Sep 08 '18 at 05:16 PM in Blueprint Scripting
You are using the 'Add torque in radians' node. The unreal documentation says this - 'Torque to apply. Direction is axis of rotation and magnitude is strength of torque.'
This means that the draw debug line is the axis about which your ball is going to rotate. Not the direction it is going to rotate towards.
Direction is axis of rotation. i.e. imagine the debug line is a pin or axle running right through the ball.
See what I mean?
answered Jan 30 '19 at 10:15 AM
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