This works ok but there is a slight jerking action when the actor hits the gimbal lock and skips over it.
Oher than that, sometimes I want to change the Roll of the Aircraft when the Yaw changes(giving an tilting action when going sides). But when I change both at the same time, the pitch also changes.
Should I rewrite the whole system using Quaternion? Will that work?
As the person who wrote the code you are posting above I can verify that STATEMENT REVISED, see here:
In my own multiplayer game which uses physics based skeletal mesh creatures as the playable unit, I found there is an additional issue with FRotator lockups, they happen even more frequently on clients than on the server!
I was getting by with FRotator until I started testing multiplayer, and then I realized I just had to go the Quaternion route.
Is your main unit a skeletal mesh?
Is it simulating physics or not?
**Spherical Interpolation**
I can highly recommend Slerp for your needs
```
//Quat.h
/** Spherical interpolation. Will correct alignment. Output is not normalized. */
static CORE_API FQuat Slerp( const FQuat &Quat1,const FQuat &Quat2, float Slerp );
```
My own game's development continues happily because I was able to make the switch to quaternion and all the lockup issues disappeared, even in multiplayer with multiple clients all tested on the same machine! :)
Rama