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Why is there no SetLocalLocation( Rotation )


I've spent quite a long time ( like 6 months ) coming up with the only reliable method I can find for animating compoents of a BP without having to

A: Type in literal coordinates at any point B: Remember the world transform of any component and then lerping.

My idea is to add a local scene above any component I want to animate, that way, I can always make sure it's relative transform is zero.

As far as I can see, all other nodes are out for the following reasons:

  1. AddX ( where X is just about anything including rotation, translation etc ) are all out, because you can't use them with timelines.

  2. SetWorldX... is out because you have to pre-record transforms in variables and then lerp ( when you have 15-20 components this is a LOT of lerping ).

  3. This only leaves SetRelativeX, right? Which has the problem outlined above, that relative means relative to parent, which is a little NUTS because components can end up with all sorts of transforms while you're putting a BP together so relative to parent really doesn't mean much.

Is there an easy way, a better way? Am I missing something?

Thank you :)

Product Version: UE 4.21
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asked Apr 22 '19 at 06:34 PM in Blueprint Scripting

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avatar image Unfathomable Apr 23 '19 at 02:21 PM

Dude what? It would be much easier if you explain what you want to achieve.

avatar image ClockworkOcean Apr 23 '19 at 02:27 PM

To be able to animate BP components without having to type in literal coordinates or use variables to hold world position.

avatar image ClockworkOcean Apr 23 '19 at 02:35 PM

For instance, rotation. I want to be able to rotate a component, which may be at some arbitrary angle in the BP, at whatever angle that BP is placed in the world.

So the only way I can see ( so far ) to avoid lots of vector maths and holding of coordinates in variables, is this scheme with a null parent for each component.

I works, but I was assuming there was easier way :)

AddLocalRotation does the trick, but you can't use it with timelines...

avatar image DonBusso Apr 23 '19 at 02:58 PM

Do you have a video showing this at work? I'm not entirely sure what do you mean.

avatar image aNorthStar Apr 24 '19 at 12:45 AM

@ClockworkOcean.... I think I understand what you mean... it isn't really possible to use Add Local Rotation node with interp and timeline lerp... a Set Local Rotation would be handy imho also

Sorry, I don't have an answer as to alternatives or why... just tryin' to clarify

avatar image ClockworkOcean Apr 24 '19 at 06:26 AM

NorthStar - you get it!

The trouble with the SetRelative nodes is I don't care what the parent is doing, I want to move a particular component.

Often, the component is at some strange transform with regard to the parent, so it makes no sense to transform with respect to it...

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