Major - Sequence key interpolation adds extra axes of movement

So I have this trapdoor that I want to rotate a few degrees, when I do it, the rotation adds another movement to it while it happens, and doesn’t take the shortest route from one key to another.

This is the first engine that I ve seen working like that and I feel that this is not a useful feature to have. You want to rotate where you want without extras. This overcomplicates the development of animations, and even quaternion interpolation doesn’t fix it because it snaps rotations when enabled, as well as doesn’t let you edit keys. Very, very buggy, please look at it if you can.

I don’t understand how you expect a user to understand why the editor is doing what its doing. The typical example is trying to rotate an object 360 in the sequencer. Its almost impossible for a beginner, yet its one of the most basic things that you ll need the sequence for. You are actively turning away new developers with these outdated workflows.

Idk why this is so hard to do, it blows my mind:

Out of curiosity, any updates on this yet?

Unreal has apparently “always” had this issue. I had an embarrassing moment at work recently until I fluked stumbling across the dodgey hack just like yours: