What I am trying to do is to make an actor, such as a cube, to rotate at the end of a physics constraint component. The cube would be rotating in the air on a certain axis of rotation, like rotating on the X axis, while it is held up in the air with the base touching the ground. The base is not important for now.
Does it have to do with setting this up?
Physics->SetAngularSwing1Limit(EAngularConstraintMotion::ACM_Free, 0.0f); Physics->SetAngularSwing2Limit(EAngularConstraintMotion::ACM_Limited, 0.0f); Physics->SetAngularTwistLimit(EAngularConstraintMotion::ACM_Locked, 0.0f);
Because if so, I tried using:
AngleFrame->SetActorRotation(FRotator(AngleFrame->CurrentSwivelAngle, 0.0f, 0.0f));
And the actors would go haywire, like this: