Hello,
I have spent all day trying to wrap my head around gimbal lock and quaternians to no avail!
I currently have a system with splines that I wish to follow with an actor. Currently, if these splines become parallel with the world Z axis, I get gimbal lock.
I think part of the issue is I am unable to get a Quaternian from the spline - I can only get the Euler rotation at distance x along the spline - is there a way to convert this?
Does anybody have an idea in general of how I can solve this? I have discovered that Quaternians have now been exposed to blueprints, but I’m not sure how to use them!
Thanks,
Mark