Just wanted to inform those who stumble upon this post, I did a temporary work-around to make something work anyway. I did this by doing the following:
- First visually look at what seems about right distance and size-wise for the mirror image.
- Cut a hole in the image where the mirror is
- Made a copy of the player and called it Player_Mirror, and placed it with an extra background layer behind the hole to simulate looking in a mirror. Pretend it's like a window where you have to visually fool the player that they look in a mirror by having a double of your character following every move the character makes.
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- Globally made some settings just like you would for a player controller that tell the Player_Mirror that if Player = mirrored, Player_Mirror needs to be mirrored as well. If Player is flipped, Player_Mirror needs to be flipped as well etc.
- Calculate the difference between the X and Y of the Player and the Player_Mirror object, and use that difference to set the following:
-Whenever the player is moving to the mouse.X and mouse Y, set the animation of the Player_Mirror object to the same animation as the Player object.
-Then, also let the Player_Mirror move to said point, but add or substract the calculated difference between the Player and Player_Mirror object to make sure the objects move exactly the same distance.
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- In local event sheet set the Player_Mirror object to the right position and size as you decided fits
- Use the pin behavior to pin the Player_Mirror object to the Player Object so they have the same distance.
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- Last but not least, edit the animations where needed so they actually look mirrored.