Weapon Holster VR
Hi, I'm currently working on a VR project and have a weapon and magazines which the player can pick up and interact with. However, I have now come to create Weapon Holsters, which will be attached around the players waist and will allow the player to drop their weapons in. The issue I'm having is keeping the holsters location relative to the player, so that when they turn and move, the Holsters will always stay in the same place at their waist.
I had a play around and managed to get the holsters in the right place by finding the cameras world location and offsetting the Y and Z values, however, as the player rotates, the holsters do not rotate with them. So a holster that started out on the left side of the players hip ends up in front or to the right of the player.
I thought about using the Forward Vector, but when I use that, the holster disappears completely and I think its moving with the camera so that the player can never quite see it.
Any help explaining how to do this would be greatly appreciated
asked Jan 10 '19 at 06:14 PM in Blueprint Scripting
So un-parent the holsters from the camera then because you will always end up with that issue. Allow the camera root to move the camera, have a "holster root" that you also rotate with the camera root for all yaw inputs but when it comes to pitch break the rotator and don't allow pitch input, this way when you look up the holsters will be out of sight like a normal person looking up, but when you look down they will be right there. Yaw movements will be fine as they follow the camera left and right just as a human waist would follow during a turn.
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