I am trying to rotate my character to 0 0 0 so he gets (along with component move to) straight-looking at a computer. None of the things I read from the literally 7-8 sources of information about it online works. What should I do? !
Interpt functions like VInterp and RInterp take a vector/rotator that represents the current state and one for the target state. Note the current state updates over time every time you run the interp function, so you constantly have to feed in the current state - I notice a few people make the mistake of using the original state over and over and never updating it so the object doesn’t move/rotate.
Secondly, the delta time is the amount of time to process along the curve you’re calculating.
Lastly, interp speed can be thought of as the distance to move based on the delta time passed. For example, amount rotated = interp speed * delta time. This is added to the normalized vector/rotator from end - start.
Small video on youtube about this:
What should I do?
You should run it in Tick.
Tick is a good place to do this, yes. Or you can set up a timer event if you want to control it that way.