@pezzott1 Yes, I think this will help a lot…
Here is how I’m setting the position of the Spring Arm (in rotators for the moment). Essentially, it’s a manual version of Spring Arm lag… split by axis… and also dynamic.
My goal is to have a dynamic InterpSpeed for each individual RinterpTo nodes (roll, pitch, yaw). The idea is that as the lag on each axis causes a bigger difference (i.e. magnitude), this increases the InterpSpeed to reduce the difference/magnitude.
This is why I’m seeking to measure magnitude of each individual axis, local to the difference in x, y, z. I favor using vectors because Unreal rotators are messy.