fort_chararter.GetViewRotation() always returns a constant value

Summary

With Experimental Physics enabled in project settings, fort_chararter.GetViewRotation() always returns a constant value.

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Character

Steps to Reproduce

  1. Make a new creative_device that gets player’s view rotation through fort_chararter.GetViewRotation()
  2. Print player’s view rotation

Expected Result

Player’s view rotation should get player’s camera rotation

Observed Result

Player’s rotation is always at constant:
Axis: {x=0.000000,y=0.000000,z=1.000000} Angle: 70.001099
or
Yaw: 70.001099, Pitch: 0.000000, Roll: 0.000000 after converting the rotation through .GetYawPitchRollDegrees()

Platform(s)

Tested on PC

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Additional Notes

Code used:

using. /Fortnite.com/Characters
using. /Fortnite.com/Devices
using. /UnrealEngine.com/Temporary/Diagnostics
using. /UnrealEngine.com/Temporary/SpatialMath
using. /Verse.org/Simulation

view_rotation_bug := class(creative_device):
    OnBegin<override>()<suspends>:void=
        if (FC := GetPlayspace().GetPlayers()[0].GetFortCharacter[]):
            loop:
                FCRot :=FC.GetViewRotation()
                if:
                    Yaw := FCRot.GetYawPitchRollDegrees()[0],
                    Pitch := FCRot.GetYawPitchRollDegrees()[1], 
                    Roll := FCRot.GetYawPitchRollDegrees()[2]
                then:
                    Print("Looking at Yaw: {Yaw}, Pitch: {Pitch}, Roll: {Roll}")
                Print("Looking at Rotation: {FCRot}")
                Sleep(0.1)

Can confirm, this is super annoying. Will have to turn physics off in order to continue developing my project.

I checked, this is still an issue in v36.10

ohhhh is THAT why my sweeps were being so weird in 3D?!? After some panicking: I thought I just accidentally added worldspace/playerpos to the Displacement (viewrot*10m) due to re-using the var for debug_draw.DrawArrow()… but maybe I imagined that, and it was just euler-lock practice :rofl:

edit! haha yup! All along, It was just because I enabled physics in that playground lol!
BTW I tried with both versions of SpatialMath and same issue, I guess they will make a GetViewRotation() for LUF that will prob work in the physics playground later.

FORT-922422 has been added to our ‘To Do’ list. Someone’s been assigned this task.

I can confirm, This is a really big issue.

I’m using GetViewRotation to determine where the player is looking so they can interact with objects. Normally, when I take the forward vector and multiply it by 3000, it correctly draws a line toward the player’s view direction.

However, as soon as I enable physics in the project settings, GetViewRotation stops updating. The forward vector always points in the same fixed direction, and when I print the values, they stay constant—even if the player is spinning around.

This makes it impossible to use physics without breaking view-based interactions, and I know all the other creators are running into the same problem.