I wanted to see if I can grab it with constraint rotation, by using GrabComponentAtLocationWithRotation()
And used FRotator Object = HitResult.GetActor()->GetActorRotation(); , but that line of code crashes unreal engine. I was wondering If there is another way of finding the FRotation or am I missing something silly?
This is dereferencing GetActor
and that might return a null pointer. You would need to check if it’s okay to dereference before you do
AActor* HitActor = HitResult.GetActor();
if (HitActor)
{
FRotator Rotation = HitActor->GetActorRotation();
}
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