How can I rotate my flying pawn past 90°?

Lets say I want to set it something above 90 like 95. Once that number is set it pushes the number back down to 85 ish. And if I try to set the pitch to 120, it sets it back down to 60 ish. The higher a degree in pitch above 90 I set it to, the more it pushes me down. It will not allow any case of me going beyond 90 and its really strange

that is strange. I know i got this to work in a past project. hopefully i still have that project and can help.

This pushing down problem is happening even without interpolation (like rinterpto?)

I found this in my projects. It allows manual pitch in a full loop:

But I know that’s not your problem; your problem is when it’s doing an interpolation or timeline kind of movement. It makes me think there must be something about the rinterpto that clamps the pitch at 90 degrees, maybe?

Yea as i’ve said, manual rotation past 90 is easily do-able but using a rinterp caps it at 90. I dont think I’ve used a timeline yet so how would I make it with one? I hope the rinterp node is the one causing the problem

We can try to do it without Rinterpto, to find out if Rinterpto is the problem.

Timeline is pretty straightforward to use. You just Create a Timeline Node,
double click it, then create a float track and set two or three keyframes in the graph that opens,
Then use the float track’s output as your new rotation value, and use SetActor Rotation, putting that float into the Pitch axis.

So Keyframe 1 is going to have a value of 0 so you start at 0 pitch. at time zero seconds.
Keyframe 2 could have the -180 value at 5 seconds.

You could have more keyframes in between on the track like a middle one to make sure it rotates up to 90 or -90 degrees first before going to the full 180

hope it works

I believe this would do it, haven’t tried it tho. Sorry if I’m already bringing up a solution that has already been submitted ;3

Please see this picture of my solution:

Also, if your pawn used pawn control rotation, this wouldn’t allow you to turn more than 90% upwards, as no cameras controlled by player-input directly can’t look backwards using only the pitch-axis. However, if your camera is controlled by the pawn, you can add rotation to the pawn further than 90% on the pitch, and the camera with follow along with it.

Hope this was helpful! :slight_smile:

Huzzah. Im pretty sure it works now. Must’ve been something with that Rinterp node. Kinda sucks that Rinterp has gimbal locking

Im going to to accept the answer now, thanks for sticking around so long :P. Lets hope I dont run into another issue again .-.

Maybe Rinterpto limits the rotation to 90 degrees on pitch in order to prevent gimbal lock or something. IDK. Glad the timeline worked!

Maybe I spoke too soon. A timeline isn’t the best option so it seems. A timeline worked flawlessly until I realised that the key frames are all FIXED values. Unless you can edit them at will using C++, the maneuver will always start at zero degrees and end at 180, regardless of what angle you started in. I tried not using everything by simply adding a number to the pitch rotation every tick and EVEN THAT gets capped at 90. Im starting to think this is a serious bug or flaw with the engine at this point

Yes they are fixed values, but you can use those outputted fixed values to add to a StartingPitch var you set before the timeline starts playing, and set the Actor Rotation to THAT. Does that work?

Not perfect but it is something

I fixed gimbal lock in the flying template, see if this works for you