I am trying to solve some very bad gimbal flips in my motion controller animated characters and have taken to try to write a custom node in c++ in hope of being able to somehow FQuat the problem away.
I have made some simple nodes to test with that outputs an FQuat. But how can I even apply this in my Animation Blueprint without having to go via ‘Rotator’?
As its the Rotators that seem to be the problem causer. I can’t start making my whole character in c++ there must be a way to do this in a minimal way.
How would I in blueprint use my FQuat’s directly to rotate skeleton mesh bones?