Eular Measurements and Rotations.

That looks nothing like mine :rofl:

I couldn’t understand what exactly you’re trying to say to be honest. If you like, we can move our conversation to another platform like Discord for efficiency.


About your questions on my implementation:

Because I’ve set it that way :innocent: You can set the multiplier to whatever you like. Like I said, the threshold value (which would be 120 for my specific multiplier) should also be different if your multiplier is different.

The logic takes the input action’s multiplied value into account, while the visuals show it’s corresponding value in degrees because you wanted it that way :blush:

Ill message

xD I’ve made a few adjustments and moved a few bits to other places to for the Ui Etc.

Ok so this measures very correctly which is great, But I cant reset it. On resetting the rotation, It just continues with whats left over I guess From the z/y input. But I am resetting the input.

So using print, there seems to be residue from the enhanced Input. It doesn’t Zero out when it’s released. Itd of though itd only increase the floats when trigger is active. But On release it still shows a value coming through it.

so Current thoughts are.

  1. If the enhanced input did go to zero on release. Then the rotation would immediately stop.

  2. If I promote the variables and use those, they wildly spin…Thinking about it, I could make them variables without the additions…Hmm 2 secs

From the screenshots you provided, it seems like you’re not calling it in the first place! Take a closer look at the image I provided. You see I got a Branch node that checks if the threshold is exceeded.

Ok Im Finally back to this, busy weekend. Been chugging along to it all day and I have a working system for rotation. So pretty pleased.

Here is where my final questions lie, and I think they are maths related. I want my character to do a number of aerial rotations.

  1. So Im starting “Easy” With a 360 flip.


Heres my Y Input for a flip.

Now I need to insert the same 360 for a rotation, as both are just rotating. I thought you’d be able to just do this as it’s just the same 360 rotation but on the Z axis (Which is what I use for horizontal rotation)

But it creates a really bizarre spin pattern bouncing back and forth.
So I think I’ve roundabouted right back to the beginning conversation about adjusting for Euler system.

How would I create a smooth 360 flip with correct rotation?

Edit:
I tried a few variations of adjusting for 180 degrees but it caused it to bounce back or rotate in stranger ways.

Maybe its adjusting for every 90 degrees and course correcting the rotation manually

Idea:
What about if I used a forward vector? and then used the rotation part of a forward vector?

I don’t mean to Necro, But I wanted to resolve this post so it’s tidy. But if anyone comes past this in the future, the issue was a classic problem in 3D space.

Gimbal lock and blueprints are a bit of a nightmare.

This is the link to the YouTube video that solved it. It’s been posted in a good few places, but here it is again.

Itd love native quat support in blueprints. plz unreal plz.