180 turn / Set Relative Rotation

Hey , Here’s how I went about solving this in quick test:

As always with Blueprints, there’ll be other ways of achieving the same thing, but this seems like it might be what you’re looking for. The Timeline float just goes from 0 to 1 in 0.5 seconds, and is used to lerp from one rotation value to another.

There are two main things that were needed: Firstly, an FPS pawn’s camera rotation is determined by the player controller’s control rotation rather than the actual actor rotation, so that’s the value you need to change if you want the FPS view to change direction. The other key thing is that the initial control rotation is set to a variable just before the Timeline plays, so it’s blending from one fixed rotation to another that’s offset by 180 degrees - so no need to worry about frame rate affecting precision. Hope this helps.

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