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Pawn's Pitch

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    Pawn's Pitch

    I have a pawn that uses the UDK skeleton with the human animset and animtree (but I should note, it doesn't have the IKs). But the pawn's model won't change to correspond with its view pitch (how it looks while looking up or down). I tried substituting my model with cathode, but the problem is still there. I'd like to know what I'm doing wrong.

    #2
    I fixed it. I didn't have
    AimNode = AnimNodeAimOffset(Mesh.FindAnimNode('AimNode'));
    in my PositInitAnimTree function.

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