I'm trying to simulate slip/tracking friction forces for my vehicle in UE4.
- I have the component velocity in World Space
- I have its local rotation
I used the following code to get the local directions for the my vehicle in World Space:
// Getting direction realtive to the cuboid; Used in steering and friction calculations.
FRotator Rotation = VMesh->GetComponentRotation();
FRotator Yawrotation(0.f, Rotation.Yaw, 0.f);
ForwardDir = FRotationMatrix(Yawrotation).GetUnitAxis(EAxis::X);
RightDir = FRotationMatrix(Yawrotation).GetUnitAxis(EAxis::Y);
UpDir = FRotationMatrix(Yawrotation).GetUnitAxis(EAxis::Z);
I can't figure out how to get it's Local velocity. Can I use the above syntax to solve problem somehow?