Comments (2)
Did the following setup in ReadyOrNot:
Aiming method left hand
Right controller: attached to mesh1p(which is the source of aim and also contains a bulletspawn node), attached to weaponmesh node (in order to set a perfect zeroin for the optics)
Observation:
Moving my right controller now offers FULL REAL 6dof aiming.
Moving my left controller ALSO influences the pitch of the aiming.
Having both controlled by the right controller would cause as my suspicions were double rotation. at least pitch side.
Using GAME as aiming method, the problem now is that the recoil is causing the image to go upward with every shot. else this would in theory work.
Solution:
-1. have fixed rotation in aiming method,- EDIT: not good as this is needed for UI interaction
OR
2. PREFERED: have tickable rotation axis in controller attachement. In this case I would need ONLY the yaw but i do need it.
OR
3. Add an option to Camera: FORCED LEVEL PITCH. to keep pitch on same level.
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Has been resolved. THe "PERMANENT CHANGE" option was actually really important I didnt realise what it did.
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