Hi I am trying to create a simple clock blueprint. I have the second hand moving fine, but it gets a quarter way round and just rotates up and down continuously instead of continuing to rotate round the clock. Below I have uploaded screenshots of the Blueprint and the mesh if it helps.
Hey @Aaronwood101!
Try this:
Put a printstring after “Set Relative Rotation” and for the string, print the new rotation.
So every second, it should give you the new relative rotation. The goal here is checking if it is actually continuing to rotate, or if it’s looping etc.
You’re sure it should be Y, not X, possibly?
Get back to us on that!
Thanks for getting back. I’ll give that a go. I’m sure it is the axis as in the blueprint and in game it is set as the axis it rotates on.
Hi in the print string do I connect it to the rotator?
Yup! You can have it just go around the Set Rotation node as well as into it.
Here is a clip of the issue if this helps.
Clock Recording (9.1 MB)
Something more like this:
Then run the game and watch the screen as it changes every second. If it stops dropping and starts looping or doesn’t, that’s what we’re looking for!
That’s great thanks for that. I’ll do that and keep you posted. Thanks again.
Hi it loops at -96 and 90. It doesn’t want to do the full 360.
Ah. So it’s correcting itself. That’s what I was afraid of.
New plan!
Make the timer track seconds using integers. Start with 0, and have a check for 60, if it hits 60, set it to 0 again.
Then set the relative transform to “Seconds * -6”.
Granted, this will only work if 0 has it pointing towards 12.
Great thanks for telling me this. I’ll try this. Thank you so much for this.
Thank you. It works now. It was bugging me as to what it could have been, but that method works perfectly. Thanks again for the help.
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