Need help modifying rotation(tilt)/spin


Forward (W)/Backward (S)

Left (A)/Right (D)

Forward/Backward movement desired and current result

Left/Right tilt desired and current result (25 degrees is just an example)

How do I accomplish the desired result? I’m a noob in UE (I’m using UE 5.2)

Can you elaborate on what the graphs mean? What exactly do you want to achieve?

The graphs represent the back view of a vehicle(the capsule like shape) - A monowheel. In the blueprint the “capsule” is this vehicle static mesh.
The first graph is about the forward and backward movements it should spin as shown in the desired output but it spins as shown in current output
The second graph is about the left and right tilt, it should only tilt till a particular angle (for example 25 degrees on both sides) but it’s just spinning 360 degrees(till the key is released)

I’m sorry if you didn’t understand I’m not good at explaining stuff so I just designed those graphs.
If you didn’t understand, it should move like a controllable single wheel you know a bike or something but with a single wheel and you are sitting inside that wheel.

If you still didn’t understand let me know I’ll make an animation in blender and send. But I really need help here.

Thank you.

Sorry I was away for a day.
Not sure if I’m understanding you correctly. But, if you want to limit the range the angle can have. Just use a clamp node?

It’s fine no problem.
If you don’t understand should I make a animation in blender and send? It’s a simple aimation and easy to understand
And about adding the clamp I tried adding it but it doesn’t work

Thank you

Does your wheel need to physically interact with the surroundings?
If no:
On every tick: get the current angle of the wheel, and clamp it to your liking.
If yes :
On every tick: if the angle is too much, apply some counter impulse/force to correct it’s angle. though this can be a bit hard to implement. p.s. using multiple forces has some weird quirks iirc, addition of impulses doesn’t do what you expect? I might be wrong.

What do you mean by physically interact with the surroundings?
I mean it’s a vehicle so it should act as an in-game vehicle
And where exactly do I add the clamp?
And what about the forward backward movement?(First graph)

Thank you

  1. Does it simulate physics?
  2. If it doesn’t. On every tick: get the angle, then set the angle to a clamped version of the original angle. therefore limiting the angle.

Yes, it simulates physics.
I’m away now so once I’m back I’ll make a blender animation and send.

If it simulates physics, it might be harder to control/limit the angle. Maybe Chaos Vehicles can be useful, you can look into it, I’m not 100% sure.

I had some issues with chaos vehicles (or may be I messed up something).
Here’s the blender video (desired result) and the screen recording (current result)

Desired Result:

Current Result:

Thank you