How to slow down and smooth out player to cursor rotation?

Hello, my player character rotates towards cursor as I wanted but it does it too fast. I know it is because it sets rotation of character at every single tick but I don’t know how to slow it down without using too much processing power.


I came up with RInterp to node but it either seem to work (still to fast) or slows it down with “jitter” like movement or comepletly stops depending on Interp speed value.

All I want is slow and smooth movement BUT somewhat optimised. I really appreciate in advance for taking intrest in my problem.

i am not able to distinguish between two possible questions.
there could be two problems

  • more likely: the problem is not the tick, the problem is that you are pointing the camera directly at the mouse rotation. i think the RIntnerpTo is the best way. i would suggest the RInterpToConstant.
  • less likely: multiply the mouse rotation by a factor to get a slower rotation.

As for optimized:
tick is fine, just lower the tick interval. though it might look choppy.
as for clean: use a component to do this, that way you can control the interval easily.
as for clean2: please, i’d suggest using functions and calling those functions inside the events. instead of connecting nodes in several events, that’s super hard to maintain.
specially that boolean value that comes out of nowhere.

this is my take on optimizing tick Is this layout efficient or optimized? - #4 by nande

option 3 if you use a camera boom, you can define a lag, but you’ll need to enable pawn controlled rotation somewhere (which i can’t recall and has given me headaches, but its probably cleaner).

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  • manual rotation without using Control Rotation:

  • taking advantage of Control Rotation:

Similar results but Control Rotation is a neat, built-in feature that meshes with the Character Movement component. Consider using it.


Utterly irrelevant in this scenario.

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