FindLookAt Rotation under the hood is MakeRotFromX(Target - Start) and always returns a roll of zero. What I want is a better version of this equation that avoids a yaw flip from 180 to -180 at pitch -90 and 90. If anyone has strong math and could make a version that uses quaternions under the hood to avoid this problem It would be greatly appreciated.
Here is another post another description of the issue.
My guess is its something to do with gimbal lock and could be avoided with quaternions.
I have found somewhat of a fix to the problem here, by changing the order of the calulation, pitch works now, but then it flips on another axis.
Any links to better understand this issue would be appreciated.
I have sense found the solution to the problem. It is impossible to set roll and fix this issues if the input to the algorithms is just two positions. You must pass in two positions and a forward vector. I would strongly recommend to use this anytime over the built in FindLookAtRotation, as its just better.
Same. Still causes the same issue. I’m in a 2D space and anytime the player goes over the enemy the model “flips” or starts rotating the other direction, depending upon whether you split the struct or utilize all axes. For some reason Unreal is just not 2D friendly. It’s kind of a nightmare and I’m just about to take the sunken cost and go back to Unity. lol