Is there a way to correct for roll when adjusting rotation?

Forgive the spaghetti, but i have this bp, the upper portion works just fine, the lower portion is currently identical to the upper one, only it supports non-zero roll values.

Here you can see it in action, and the actual problem:
output

As you can see, when the roll is 0 everything works fine, but when the roll value is changed the rotation is not in accordance with the roll.

Is there a way to account for the roll so that when the camera is rolled and i move the mouse up, it’d still look up relative to the camera’s current rotation as opposed to it’s absolute location?

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I’m assuming you’re using ‘set actor rotation’. Have you tried it using ‘add local rotation’?

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Your assumption was correct, but ‘add local rotation’ seems to behave the same way.

As long as all your camera movement is done with ‘add local’, it should be no problem :slight_smile:

Like I said, I tried that.


In the below gif, the above code is all that’s being executed. As you can see when I press the button that adds to the pitch, it always rotates up absolutely rather than relatively.
output

Edit: Nevermind, I am blind, thanks!

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:smiley: :+1:

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