This was **EXACTLY** what I was looking for! This actually solved my issue completely. I looked at other tutorials to make this work but none hit the mark until I saw the first few seconds of the video and knew immediately I hit the jackpot. Thanks for this excellent and simple tutorial!
PSA: If you had an aneurysm bc you couldn't find "convert mouse location to world point" you just need to uncheck the little "context sensitive" checkbox on the node menu
If the rotation is consistently off by the same degree. So for example you move this mouse and it is always 90 degree off then you need to correct the rotation of what ever you are rotating, of you could add an offset to the rotation in the code.
The rotating arm will not rotate 360 degrees for me. my game isn't top down, it is a side scroller, but using this blueprint, he only shoots up to 180 degrees on one side of the character
If you add a lerp before changing the rotation and put the actor rotation into one pin and the desired rotation in the other you can use the alpha to smooth out the rotation.
Or as I just spent an hour figuring out, you can just +90 to the axis that is "off" before setting the world rotation. I had a lot of meshes in my actor that are different rotations from the local and the world rotation. Using rotators is a headache for me lol But I figured it out finally :)
@@wildwizard110 I assume you're using blueprints? You just get the float for the axis you want to rotate on (X Y or Z) and +90 to it before connecting it to the new rotation.
This was **EXACTLY** what I was looking for! This actually solved my issue completely. I looked at other tutorials to make this work but none hit the mark until I saw the first few seconds of the video and knew immediately I hit the jackpot. Thanks for this excellent and simple tutorial!
Hey do you have any tips for transferring this to unreal 5? I'm kinda new to all this
PSA: If you had an aneurysm bc you couldn't find "convert mouse location to world point" you just need to uncheck the little "context sensitive" checkbox on the node menu
This is exactly what i needed! Thank you! Can you also make a tutorial on how to make the tank base rotate to follow movement?
is there a way to rinterp the speed at which mouse can change directions so it doesnt stick to the crossair instantly
How could I make a sword that follows where your mouse cursor is?
Quick, Straight, Easy.
Thanks!
I’m trying to make something rotate on the x axis how would I do that
You can do that by updating the actors transforming adding or subtracting from the X axis.
@@nixies78 thank you
i tried it in my game but the cursor (sphere) is left but character is looking forward should i fix it from my characters blueprint rotation?
If the rotation is consistently off by the same degree. So for example you move this mouse and it is always 90 degree off then you need to correct the rotation of what ever you are rotating, of you could add an offset to the rotation in the code.
@@nixies78 i have managed to fix it thank you so much i did it by a tracker on the mouse and an event tick
@@keremikzz6509 How did you fix this issue? currently having the same issue
The rotating arm will not rotate 360 degrees for me. my game isn't top down, it is a side scroller, but using this blueprint, he only shoots up to 180 degrees on one side of the character
Thank you so much! this fixed my issue!
how do i smooth the rotation?
If you add a lerp before changing the rotation and put the actor rotation into one pin and the desired rotation in the other you can use the alpha to smooth out the rotation.
Thank you very much! this is what i was looking for!
the nodes are not there when i search for them even with context sensitive turned off
Which version of the engine are you using?
@@nixies78 unreal engine 5. It is one of the recent ones
You are a god dam life saver
Keep up the work
the problem that I'm having is as its a 2 game, is that if there's no collision the mouse won't get tracked.
thank you very much
exactly what i was looking for
If anyone has the issue where your mouse is 90 degrees off, rotate the main capsule component and not the mesh.
Or as I just spent an hour figuring out, you can just +90 to the axis that is "off" before setting the world rotation.
I had a lot of meshes in my actor that are different rotations from the local and the world rotation. Using rotators is a headache for me lol But I figured it out finally :)
Thank you so much
@@XHackManiacX how do i do that?
@@wildwizard110 I assume you're using blueprints? You just get the float for the axis you want to rotate on (X Y or Z) and +90 to it before connecting it to the new rotation.
Thank you very much, bro!
Wow, so good! Thank you!
Thanks so much!!!
Thanks friend!