Oh my god this is just what I needed, thank you! Been working on a hover car with levers inside, everything goes crazy when the car turns. The inverse transform location was EXACTLY what I needed!
YOU ROCK!!! You have NO idea how much trouble this was giving me, plus I learned a little bit of better blueprinting just from recreating what you have here! CHEERS!!! :D I owe you beers!!
I think just a normal LookAtRotation without changing the vector inputs might work if you want it on more than 1 axis, but instead I think you will have to only use the X and Y from the outputted vector
Oh my god this is just what I needed, thank you! Been working on a hover car with levers inside, everything goes crazy when the car turns. The inverse transform location was EXACTLY what I needed!
The only lever system that actually works currently on RUclips! amazing work man, thanks for the share
Great video thanks. But I had to turn my speakers up to full volume just to hear you!
YOU ROCK!!! You have NO idea how much trouble this was giving me, plus I learned a little bit of better blueprinting just from recreating what you have here! CHEERS!!! :D I owe you beers!!
You are the BEST
great tutorial, thank You!
are you including this in your kit? would be nice to get a few intractables in like levers, buttons, etc. mounted machine gun would be the dream :)
Yes these levers + more examples + mounted machine gun example will all be included in the 2.2 update
@adamc3607 doing gods work brother! Keep it up!
you are awesome man
but how we can do it on rool and pitch (X and Y) when we have same amount for both ?
im want to make xy but its seems hard to do
I think just a normal LookAtRotation without changing the vector inputs might work if you want it on more than 1 axis, but instead I think you will have to only use the X and Y from the outputted vector
Oooooooo i wish i had this 2 years ago
How can I buy you some coffee?
I made this if you want to 😅 buymeacoffee.com/xadamxful
How can i clamp the pitch rotation, i tried it but it just snaps to the max value when it reaches the min value
Check out the 2nd branch node in this graph, that's how I am clamping it blueprintue.com/blueprint/2__j_h2n/