I’m currently setting up a 180 turn for the player character in an FPS.
I have a timeline that takes a float fom 0 to 180 in half a second, then I convert the float to a yaw, add it to the player’s current rotation and set the relative rotation of the player using the new value. I’ve hooked up ‘Print Strings’ to all variables and they’re outputting the correct old and new rotation values.
However, ingame nothing happens. Am I doing this correctly?
As an experiment I’ve tried using the timeline float in the Pitch and Roll settings and in both cases the player character gets sunk partially into the ground and vibrates, which seems odd. I’ve had no problem rotating the player via the ‘Add Controller Yaw Input’ function, although it’s not feasible in this context.
I’ve set all the controls up myself and I’m using Epic’s movement components. I’m not using the Epic First Person Blueprint content.