Applying different rotation lag to each axis of a spring arm

Ah, it’s ok! :slight_smile: Though in that post I was just outlining about the 3 different rotator formats that UE5 blueprints uses under the hood.

It sure is worth mentioning here though, because it’s related: ‘Get Base Rotation’ uses the standard format. Applying this format would cause a hitch at +/- when mashing together the three above-pictured 'Rinterp’s together in such an unconventional way.

But combining the control rotation and normalized control rotation formats to the three Rinterps into a frankensteined rotator that stays buttery smooth through 360 degrees does work. For reference, here are the 3 different formats I’ve come across:

Standard rotation:
Roll: +/- 0 to 180
Pitch: +/- 0 to 90 (this is a bit confusing, but it goes up and back down)
Yaw: +/- 0 to 180

Control rotation:
Roll: 0 to 360
Pitch: 0 to 360
Yaw: 0 to 360

Normalized control rotation:
Roll: +/- 0 to 180
Pitch: +/- 0 to 180
Yaw: +/- 0 to 180