#i set it in event graph and and it won't

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white willow
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Ah I thought you meant at runtime ๐Ÿ˜„

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Are you talking about the arrow component that comes automatically with a character blueprint?

real marsh
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yes

white willow
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Yeah unfortunately that one is added natively and doesn't have a transform exposed, as you probably noticed already

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Can you try moving this 'Set Relative Rotation' in the Construction script instead?

real marsh
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like this?

white willow
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yes! - If you place that in the construction script, you might see it in the blueprint's viewport. If you don't, at least you'll see it in the level before pressing play.

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If not, what I usually do is place a second arrow component manually that I can position just like I want - and completely ignore the native arrow

real marsh
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i could try that yea

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i can't seem to get rid of the default arrow

white willow
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yea it's a hardcoded one. If you really need to, you can destroy it at runtime.

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Did the construction script work?

real marsh
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no

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well at least i haven't tested it yet but the viewport still shows the wrong way

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i'm following a JRPG combat tutorial and I am using paperZD characters rather than regular ones

white willow
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Oh ok - Lemme open Unreal real quick and test it out

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sry for previous deleted message haha - wrong thread.

real marsh
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oh ok

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i could rotate the character to match the arrow but that might not work right idk

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he'll be backward in the viewport

white willow
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Usually, that arrow is meant to indicate the character's forward axis, so that's probably a good idea to align them

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Maybe the tutorial handles input vs movement direction in a reversed manner compare to more traditional ways

real marsh
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it's not for movement

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i did that earlier but have a similar issue with the arrow and i want to fix it

white willow
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ok I think I found a way ๐Ÿ˜…

real marsh
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what is it?

white willow
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Interestingly - if you try to reference the arrow component in the construction script, it tells you it's not exposed in BP

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BUT there's a way around it:

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basically get all the child components of the parent component, cast to check if it's an arrow component and rotate it

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You can also use IsA (soft) branching instead of cast if you don't want the hard class reference

real marsh
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i got an error

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wait i see

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got it

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forgot a connection

white willow
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But the cast can be useful if you need to change other arrow settings, like size, length or color

real marsh
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now it works

white willow
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awesome ^-^

real marsh
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thanks for the help, i'll message if i need anything else

white willow
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you can even override its position too if you prefer having the arrow at the root