I’m checking with developers to see what might have changed, or if there’s a new way to handle this type of rotation. I’ll let you know when they get back to me.
I was able to fix problem in your project by removing one of Delay nodes from each of your rotation blocks and switching order of Sequence for setting SpiderRotation values and running Timeline. It looks like this:
For each Sequence at start of rotation block, I let variables get set first, then ran Timeline without delay. Before, it would trigger delay and then run Timeline. I’m not certain why that stopped working, but my guess is that running delay again at end of Timeline was upsetting order of operations somehow. I will continue looking into it, but this is a cleaner way to run this logic anyway.
Hope that helps! Let me know if you have any questions about this setup.
Did you figure out what is going on? I strongly believe that it is a bug and a serious one if i may add since system feeds rotation values with weird numbers resulting in above behavior.
If you agree with me could you please report it so we can see a fix soon? Thanks!
Well, I narrowed it down some. When set up way I showed above, rotation part of BP works fine. flipping appears to happen during Set Actor Location sections. To test this, you can skip those sections and you’ll see spider rotate without flipping. I still have to see why that bit of BP is causing this, and I believe it may be a similar problem rotation used to have, but I’ll get back to you on that.
Okay, as I mentioned in my forum message to you, this appears to be an example of a Gimbal Lock problem in editor. You can read about Gimbal Lock here, if you’re interested:
This is a general problem with rotators in editor, and I don’t expect it will be an easy or quick fix for developers, but it is a known issue.
Actor is having trouble rotating along Y axis, in this case, so to get past this we can simply rotate Sprite component in blueprint and then rotate Actor in level, essentially bypassing problem axis entirely. Take PaperSprite1 and rotate it by -90. Then, in level, rotate Actor by 90. Now it should rotate as expected!
Yep! That was my first ever question regarding paper2d .If for any reason i get stuck i will p.m you for assistance . Unfortunately i now have to re write whole blueprint logic but if this solves above problem forever then i do not really mind.
logic should work fine way you have it (or at least with adjustments I suggested). only thing I had to do was rotate that component and then rotate actor(s) in level.