Hello, I want my character’s body to rotate when the head is looking left or right too much, it works perfectly when i’m not using interp, but when I’m not it does this :
So it basically is weirdly shaking and its not doing the full rotation
So the issue here is that you’re doing a bunch of interps one after the other, so they’re overlapping. Is there a reason you need to RInterpto here? What happens when you DON’T use it?
When is this being called? Is this on the player’s camera rotation, is it on tick?
Can you show the code without the RInterpTo? Are you just taking out the whole branch 0 of the Sequence or are you running the rotation directly into the SetActorRotation node?
So interpolations on an update tick are always going to have overlap issues when they’re being repeatedly called, unless one gets gated off until it finishes, but then that would be a whole other issue where you wouldn’t turn enough.
I did find this tutorial with a similar use case, it is in third person for visuals’ sake BUT it is applicable here. It’s mostly done in the character, and then the ABP updates from character use.
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