Cant rotate constraint in physic asset - unreal-engine4

Constraint rotation has no effect in physic asset. I rotate it but nothing changed, arm bends as before. I found a solutions through pushing ALT, but it doesn't help

It really rotates with ALT but angles visualy shows not correct

Related

Unity 2d - How can I make particles inherit rotation from parent

I have a particle system attached to a bullet and the particles being emitted are just rectangles. The problem is that when rotating the bullet, the particles don't rotate to face the same direction as the bullet.
What could I do to fix this?
Okay, I've looked around at some tutorials and I found that my problem fixes itself when I give the particle a texture. I had assumed I could do it without one given that I only wanted a yellow rectangle. To fix it, I went to the particle system and checked "Texture Sheet Animation" and switched Mode to sprites and assigned a texture. Then I went to "Renderer" and set Render Mode to Billboard and set Render Alignment to Local. Shoutout to Martin for linking that thread!

Is there any way to stop the Trail Rotation with Player move?

Actually I'm making a space shooter type game. In which I'm adding trail to my player plane for this I'm using Trail Renderer
this is the screenshot of my inspector. Now the problem I'm facing is as and when I rotate my player plane trail also rotate and I don't want that to happen since the player rotate the trail should be straight only. Like this
Actual Problem :
Expected Result :
How can I fix this Rotation issue of Trail while I rotate my player. Do i need to code for this or what I'm not getting how do I solve this problem. I also tried to change the Alignment from 'View' to 'Transform Z' from inspector but its not solving the issue even I tried to change the Motion Vector but this also not giving proper result how I want. Please help me what can I do to resolve this issue. Thank You in advance.

SKPhysicsBody, rotate a sprite after applying impulse to change direction

I am looking for some info on how I can get my sprite to change its rotation by changing the angle of the sprite.
Basically here is how it is set up. Imagine a rocket that is sitting in a stationary position. The physics body is the shape of the rocket, with the tip pointing to the top. Now I apply an immediate impulse to the rocket to send it into the air. While in the air, I would like to use the accelerometer to rotate the sprite. With the rotation, I am expecting the direction of the sprite to change. Unfortunately, The sprite goes straight up and down instead of the direction it is rotated, even though the texture and physics body is rotated. I am having a hard time trying to find info on what techniques are used to achieve the results I want. Most examples have a continuous force, but I only have the initial force with no change after that. I have played around with linearDamping and angularDamping, but that was no help. I have also tried attaching another physics body to the tip to make the tip more heavy to see if the direction will change, but that didn't help either. My only work around that worked is to change the gravity direction, But I would like to avoid this. Any help or direction would be appreciated.
I think the solution you may be looking for is in Sprite Kits SKFieldNode class.
https://developer.apple.com/library/ios/documentation/SpriteKit/Reference/SKFieldNode_Ref/#//apple_ref/occ/clm/SKFieldNode/linearGravityFieldWithVector:
The linearGravityFieldWithVector: is probably your best bet. It applies a linear gravity field in a direction you set.
You can also check out electricField which is similar however you can change the charge to positive or negative.

How do you add a fixed angle to the RigidBody 2D in Unity 5.2.0

I've looked through other threads and can't seem to find the constraints section in my RigidBody.
I'm kind of new to Unity and I don't have much experience...
In your Rigidbody 2D component click on Constraints and then select Freeze Rotation
See last line of below image

How to fix an imageView to another and move both together?

I'm developing a game in which I have a bow and arrow. I have to move both bow and arrow imageViews on touch through different angles for which I'm applying CGAffineTransform.
The problem is this that after rotation, bow and arrow change their positions, so the arrow does not stay at the center of the bow. I want to fix this arrow at the center point of bow and move along with the bow.
I'm applying the same angles to both bow and arrow, but it seems that the bow is changing its center after transform. While detecting touch, I'm needed to provide the touch position to arrow throgh its center, so I even cant use the center property of arrow to fix it at a certain point.
Can anybody please help me? It's really urgent.
I would place both UIImageViews in a container UIView and rotate that instead. This will keep the bow and arrow together. I hope I'm understanding your requirements correctly. You can also look into the CALayer anchorPoint property which will affect which point the view is rotated around. Changing it will move the view though, so you do need to compensate for this.