I am trying to parent an actor to my pawn (I do so successfully with SetBase) but have it only follow the location and not rotation. I have been using this hacky way to do it...
Anything native? (I've looked found nothing) Or a better solution?Code://This code is inside the child (the actor attached via SetBase) not the pawn. event Tick(float DeltaTime) { SetRotation(Rot(0,0,0)); //Rotation Handling code here. }



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