# Get Character To Rotate With Analog Stick Without Snapping Back to 0,0

**URL:** <https://forums.unrealengine.com/t/get-character-to-rotate-with-analog-stick-without-snapping-back-to-0-0/458038>\
**Category:** Character & Animation\
**Tags:** player-rotation, unreal-engine, twin-stick, UE4, Blueprint, question\
**Created:** [November 5, 2019, 3:47am UTC](https://forums.unrealengine.com/t/get-character-to-rotate-with-analog-stick-without-snapping-back-to-0-0/458038 "2019-11-05T03:47:06Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![wapachowyo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@wapachowyo](https://forums.unrealengine.com/u/wapachowyo)\
**Post date:** [November 20, 2022, 8:32pm UTC](https://forums.unrealengine.com/t/get-character-to-rotate-with-analog-stick-without-snapping-back-to-0-0/458038/2 "2022-11-20T20:32:29Z")

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Hi,  
I think I’m trying to do the same thing and I’m pretty sure I figured it out. Here’s the link to my post about it. I’m sure there’s some micro problems with it, but none that seem practical to happen from my small testing.

> [@How to get last full analog stick value](https://forums.unrealengine.com/t/how-to-get-last-full-analog-stick-value/694115/5):
>
> So, turns out it was easier than I thought, my first check was all that was needed: all I had to do was only register inputs that have either X or Y be over 0.5 or under -0.5. Any other value isn’t a full stick pull. I initially wanted to try this, but thought it’d be too easy an answer, so I never solely tried it. bool isFullStickPull = currentInput.X \> 0.49 || currentInput.X \< -0.49 || currentInput.Y \> 0.49 || currentInput.Y \< -0.49; if(isFullStickPull) { PreviousInput = currentInput; } I…

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