You’re doing very well, despite my foggy guidance ( I’m STILL not at a machine… ).
I’ll have another go, but it’s a bit difficult without the engine in front of me.
You’re on the right track with interp. I -might- have be wrong about set control rotation, it might affect the camera too in 3rd person, I can’t recall.
Anyway here’s the way to do it:
You do get the correct Z from the camera and you feed that into the actor rotation, but you can’t just set it, you have finterp it, as you had already figured.
You only need finterp, because you’re only fixing on axis.
Finterp works by taking two main inputs, one is the value of **now **( an actual sample, like camera rotation ), the other is a FIXED target of where you’re trying to get to, here, the camera Z.
So, the main concept is two things:
-
when you click, set a variable with the Z you’re trying to get to - that’s all, no other stuff
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On Tick, you do the finterp. As the **from **do a get camera rotation and take the Z. As the **to **use the Z you calculated in 1)
So whenever you click, the target gets changed, and constantly on tick, the finterp works to correct the player orientation.
Tell me how you do…
EDIT: That’s one of the problems with your graph there.The TO on the interp isn’t fixed.