I have been bashing my head against the wall for a week trying to figure this out. Found a lot of articles talking about rotation bugs and tried to lay it out as suggested, but it just doesn’t seem to want to rotate beyond 90 or -90 unless it is a large degree, like going around in a circle.
I’ve tried Control Rotation, World/Relative rotation, lerp, rinterp to, everything I can think of really. I would like to rotate using a timeline, but to simple it down in this example I simply used Set Control Rotation with no ‘animation’ options.
Rotating to 0, 90, -90, or 270 works. It just seems like -180/180 don’t work, well really anything above 90 seems to get rounded down to 90 and anything above 270 puts you at -90 (using mouse click to break hit under cursor and print string of rotators, also tried timeline to see “path” the rotation takes)
Sometimes if I do rinterp to with it going from 90 to 180 and keep other axis attached, it seems like it will rotate other axis even though they’re 0 to start and 0 to end.
Here’s a video demonstrating this issue, and screenshot below. How would I rotate a pawn or actor upside down??
If this is a bug in blueprints, does someone know a solution in c++ and I can just make a custom blueprint function library with it?