Getting Rotations to line up properly on physics object.

Hey all,

I’ve been smashing my head into an issue I can’t seem to solve for a few days now hoping someone here might have the answer.
In short, I’m creating a physics based rope swing and I want to line up the player characters Z axis with the current rope bone while keeping free degrees of rotation among the local X and Y axis.

This is where I am at so far:

This closest I’ve gotten to make it work and in blueprint it looks like the picture below:

The problem with this attempt in particular though is that i cant seem to smooth out the local rotation of the actor Y with something like a Vinterp to constant because it also doesn’t behave as expected.

(and I feel the way that ive linked the axis isnt “correct“ even though this gave me the best results)

example:

code:

In a lot of my other approaches I find that either the character spazzes out when adding local rotation (presumably due to something else like the player controller also resetting the rotation), or I’m running into weird flip flops of rotations (presumably due to gimbal lock) or just other oddities.

Here are some other approaches I have tried but got no further.

I’ve also tried adding the rotators using a “combine rotators” node which from my experimention is just about the same as adding local rotation offset in reverse order of operations and I’ve tried some custom C++ euler to quat conversion nodes only to find out the results are mostly the same because unreal engine already uses quats under the hood.

Am I going about this all wrong? Is there a better way to do this all or am I just missing 1 last piece of the puzzle? I’ve only been doing unreal stuff for 3 weeks to I’m quite new.

Thanks in advance.

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