Error Packaging !!
Zip Project Task (Windows): RunUAT.bat ERROR: Visual studio and/or AutomationTool.csproj was not found, nor was Engine\Binaries\DotNET\AutomationTool.exe. Canāt run the automation tool.
UATHelper: Zip Project Task (Windows): BUILD FAILED
Thanks @DanM a lot but i donāt think only the acceleration is the main problem.
Look to my video
I reduced the acceleration but the problem still existing yet.
Sometimes it is working correctly and other not, i donāt know why does this is out of control status !!
I still searching the solution for that in this and other communities and finding that many suffer the same problem like me.
Ok Mr @DanM like you, now iām using 100 for acceleration but it seems super slow and i think is that illogical in real world which the missiles should be very fast. [Look to my video next]
In other worlds why should i control and reduce the speed to solve this problem !! Is there other solution to overcome that ā¦
I used DrawDebugLine to represent the direction of the missile so the first missile i fired worked good but the second one make illogical green line of directions Why !!? for more look to video
I know that one I gave you was working correctly.
I did not use GetSafeNormal with Direction.
But I made some changes in the function of ReGuidingMissile that shown in code above. The main change was by adding GetSafeNormal and unfortunately it made illogical behavior.
void AMissileActor::ReGuidingMissile(float DeltaTime)
{
if(LauncherPlayerController->Hit.GetActor() != this)
{
FVector TargetLocation = LauncherPlayerController->Hit.Location;
FVector MissileLocation = FrontPartOfMissile->GetComponentLocation();
// GetSafeNormal has been used here to get the direction..
auto Direction = (TargetLocation - MissileLocation).GetSafeNormal();
FRotator TargetDirectionRotation = Direction.Rotation();
FRotator MissileForwardRotation = FrontPartOfMissile->GetForwardVector().Rotation();
FRotator DeltaRotation = (TargetDirectionRotation - MissileForwardRotation);
if(FMath::Abs(DeltaRotation.Yaw) <= DirectionChangingMaxAngle && FMath::Abs(DeltaRotation.Pitch) <= DirectionChangingMaxAngle){
FRotator MissileNewRotation = FrontPartOfMissile->GetComponentRotation() + (DeltaRotation * DeltaTime * FMath::Clamp<float>(DirectionChangingSpeed, 1, 6));
FrontPartOfMissile->SetWorldRotation( MissileNewRotation );
}
}
}
Thatās right the version i had was 16.3.6 so i updated that to the latest one ā¦ The missile are working correctly now after this updating Thanks @DanM
On the same context, i am using tanks and turrets and barrels that should aim to my pawn but there is an error in thatā¦ [ Look to my video ] please
Unfortunately, The problem still existing
I note something strange ā¦ if we left the local direction of the tank in the same direction of the World then it will work fine, but if we rotate the local direction of tank a little bit according to World it makes that error behavior.