Move Component To Rotation Issue

After upgrading from 4.11.2 to 4.14, there has been a change to how the Move Component To function works in Blueprints specifically related to rotation. In the earlier version, there was no option to “Force Shortest Rotation Path”. You could set a yaw value of 360 and expect the component to rotate a full 360 degrees (or 720 for two full rotations, or a negative value for the other direction, and so on) over a chosen length of time. In the latest version, if you set the yaw value to 360, even while the “Force Shortest Rotation Path” is unchecked, the component will not rotate at all.

A workaround to utilize two Move To Components might work if you are simply try to rotate a component: to rotate half way around once then again to come to a full rotation. When trying to rotate and also have a component reach a target relative location the problem becomes more difficult. Timelines could be potentially be utilized instead though in my testing they haven’t been nearly as performant as Move To Component for mobile (Gear VR).

I’ve mentioned this elsewhere on the forums: if the default function of Move Component To is to take the shortest rotation path no matter what, then the attribute “Force Shortest Rotation Path” has no value. This could be working as designed but I think we’ve lost functionality in favor of another instead of overall gaining here.

To reproduce this issue from a clean project:

  1. Add an actor to the map
  2. In blueprints, attach the actor’s mesh component to Move Component To function
  3. Get Relative Location and attach it to the Target Relative Location node (to keep the actor in place)
  4. Enter 360 into the Z value of Target Relative Rotation
  5. Leave “Force Shortest Rotation Path” unchecked

Expected results: full 360 rotation of the component Over Time (default .2 seconds)

Actual results: The component does not rotate

I’ve just upgraded to the latest hotfix 4.14.1 and the issue persists.

Hello cubbie,

I was able to reproduce this issue on our end. I have written up a report and I have submitted to the developers for further consideration. I have also provided a link to the public tracker. Please feel free to use the link provided for future updates.

Link: Unreal Engine Issues and Bug Tracker (UE-39522)

Make it a great day

Randomly stumbled uppon this Post. I added the shortest Path to source an I can assure you the bool does what it says =) its a general Problem with the Rotator and how he does Linear Interpolation. The shortest path uses Quaternions for the Calculation instead.

That was the strange behaviour you where getting without the shortest Path when rotating towards certain direction:

And thats the same Code running with shortest path enabled:

Was a random fix from somebody who posted this Problem he had:

Anyway I hope that additional info helps Epic Staff to fix the Issue quicker.
(Pull Request for refference)