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I've been tinkering with the JSBSimMovementComponent.cpp class in Unreal Engine 5.3 in an attempt to be able to set an Actor's Location in Blueprints and continue the simulation. The reason for this is so that I can work on a system that rewinds a user's flight path or teleports them to a different location.
Inside of the C++ class in the CopyFromJSBSim method, I've tried updating the AircraftState.ECEFLocation manually using the Actor's Location and converting it with the GeoReferencingSystem but even when I was able to get the positions/conversions to line up correctly, it broke the raycasting used for a lot of the physics.
I know by default JSBSim uses location relative to the ECEF frame in the vLocation variable in FGPropogate, but I'm not sure where it's getting that location data from because it must not be related to the Actor's Location.
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I've been tinkering with the JSBSimMovementComponent.cpp class in Unreal Engine 5.3 in an attempt to be able to set an Actor's Location in Blueprints and continue the simulation. The reason for this is so that I can work on a system that rewinds a user's flight path or teleports them to a different location.
Inside of the C++ class in the CopyFromJSBSim method, I've tried updating the AircraftState.ECEFLocation manually using the Actor's Location and converting it with the GeoReferencingSystem but even when I was able to get the positions/conversions to line up correctly, it broke the raycasting used for a lot of the physics.
I know by default JSBSim uses location relative to the ECEF frame in the vLocation variable in FGPropogate, but I'm not sure where it's getting that location data from because it must not be related to the Actor's Location.
Does anybody know a possible solution to this?
Edit: Looks like I missed this post that asks a similar question but has no answer: How to teleporter the aircraft location to another location from Unreal
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