Hi. So I’d like to smoothly rotate my pawn from it’s current rotation to a new rotation. This used to work fine in UDK, but I can’t get it to work in C++:
ATutorialCodeCharacter* MyCharacter = Cast<ATutorialCodeCharacter>(UGameplayStatics::GetPlayerPawn(this, 0));
MyCharacter->FaceRotation(FMath::RInterpTo(pPawnRot, MyRightStickRotator, DeltaTime, LegsRotationSpeed), DeltaTime);
If I use SetActorRotation like so:
SetActorRotation(FRotator(MyRightStickRotator));
then it instantly snaps.
Any ideas please?
Thanks