To rotate the actor, we implemented it using the code below.
However, a problem arose where the Roll rotation value stuttered at 90 and -90.
I solved it using FQuat, but I would like to know why that problem occurred.
MyActor.h
UPROPERTY(VisibleAnywhere, Category = MyValue)
FRotator currentRotation;
UPROPERTY(EditAnywhere, Category = MyValue)
FRotator rotateSpeed;
MyActor.cpp
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
Rotate(DeltaTime);
}
void AMyActor::Rotate(float DeltaTime)
{
currentRotation = GetActorRotation();
currentRotation += rotateSpeed * DeltaTime;
SetActorRotation(currentRotation);
}
