SetRotation in a custom component based on another actor's linear velocity incorrectly updates the velocity of the parent blueprint containing the custom component. This causes sporadic, jittery movement. The same code used in a blueprint event graph will not cause this same movement to occur.
Note
This seems similar to [Link Removed], which was closed as By Design, however it may not be directly related.
Results
Red cube does not correctly alter direction or velocity based on the rotation code expressed within RotationComponent.
Expected
Red cube's behavior reacts in the same manner as the green cube, changing rotation and velocity based on impact.
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay |
---|---|
Affects Versions | 4.10.4 |
Created | Mar 28, 2016 |
---|---|
Resolved | Mar 28, 2016 |
Updated | Jul 14, 2021 |