How can I make an object rotate infinitely?

Edit: I misread your question, sorry

You mentioned the problem is the Tick function not firing… apologies. This might still fix it though.


The DeltaTick value from tick is the time since the last call to the Tick function… essentially it is the time between frames. This value is going to be relatively constant assuming you have a stable frame rate. You should grab the game time and attach that to your multiplier. Another option is to create a float variable and add the DeltaTime variable to that, and then use it in the multiplier node.

Here is an Example

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I have it debugging the FRotator so you can see it changing over time on screen when you simulate.

I am trying to make an object rotate infinitely via blueprint. I found another question like mine but I couldn’t quite get it working right. My object rotates a couple degrees, 6 I would assume as that’s what my Yaw Per Second Float is. But it only rotates a couple degrees then stops but shouldn’t it keep spinning because I am using an event tick to retrigger the event?

Hello,

What happens when you watch the Blueprint, the Event Tick stops feeding the Add Actor Local Rotation node? Trying to reproduce the issue on my end, however I am not seeing it yet.

-W

Yes, after the event has run a couple seconds, the even tick stops sending a signal out.

This was going to be my next comment, love this community.

Just tried this an it spins a couple times and then stops. Looks like the tick stops firing still.

It debugs up until the last (top most) number and then quits after that.

6582-debuggednumbers.jpg

Can you debug the FRotator output to screen and tell me the last value that prints for the Yaw please.

Is it possible that you are pausing your game somewhere else? This would cause the Tick function to not be called.

Could you add these test nodes for the sake of confirming it is not pausing please.

6573-tickwhenpaused.png

Well, I’m a bit stumped. I’ll continue to try to find out why this is happening but it’s a bit difficult now that we’ve ran through the general issues. It might be implementation specific.

Wes Bunn… can you jump back in please? 9thKnight might need to send you his asset to get this sorted.

Just popped that in and it continues to stop sending the signal.

Very possible it’s a user error! :smiley: I am still new to UE4

Well, you said that it consistently stops at the same time when you run the level. Roughly, 80.715 which is about 8 seconds at 6 per second. Do you have anything that happens 8 seconds after BeginLevel event is called? Any timers? Does the vehicle variable A-Class_Car_black go NULL for any reason? I would search through your code/blueprint and see if anything is happening that would cause this to happen.

Hm… Now that you mention it. I was trying to make it spin another way earlier on but instead of a float I had accidentally used a lifetime float. So after a period of time the piece being animated was deleted. I am not using that now and the piece is not being deleted so I don’t know if some how that is still being cached?

Is your level blueprint too big to put in one image… or maybe a couple images? If not post that so I could have a look.

I have absolutely no idea why your Tick function would stop being called like that. Honestly, I would make a new level, plop some test objects in there and try your current Tick node setup there and see if it works there. If it does, I would just rebuild it on the new map.

Nope it’s pretty small.

I will give that a try and see if it clears anything up.

So I rebuilt the level and that seemed to fix it! No idea what was making the thing flake out but it works now. I was making a car spin in place. This time instead of using the Level Blueprint, I made an actor blueprint class with the car in it and put that in the scene. Here’s my final blueprint in conclusion, even though it’s similar to the above.

And thanks everyone for the help! It’s much appreciated.