So I have a pawn that I use as a character. It has physics enables as it will be traveling in space. As you can see, when I press T, the pawn points towards its direction of travel but maintains its X (roll) axis orientation. I’ve used a timelime with 0-1 value, fed that into the MapRangeUnclamped to translate the 0-1 and then fed that into the RInterp to maintain the time it takes to set any rotation. It works perfectly but I suspect there is a simpler way to do this. I also wanted to make this a function after the timeline to keep the event graph as empty as possible.
Any insight would be much appreciated.