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Camera Rotation Does Not Match Spline Node Rotation
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(09-11-2013, 08:04 AM)DCalabrese Wrote: Is there a good way that you know of to, in the editor, to easily build out a camera path that will look 1:1 in gameplay as it does in the editor? Because even this is slightly offset from how it looks in the editor (especially now that the final node has a rotation of 0/0/0).
If you attach a SplineWalker (or SplineAlign) script to the camera you can alter InitialF in the editor and immediately see the result. In fact I wonder why the rotation isn't completely facing up. I'll diving into this right now.
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