# RInterpto never reaches target rotation

**URL:** <https://forums.unrealengine.com/t/rinterpto-never-reaches-target-rotation/291713>\
**Category:** Community & Industry Discussion\
**Tags:** target, unreal-engine, rotate, question, rinterpto\
**Created:** [August 22, 2014, 3:46pm UTC](https://forums.unrealengine.com/t/rinterpto-never-reaches-target-rotation/291713 "2014-08-22T15:46:05Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Brainshack](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Brainshack](https://forums.unrealengine.com/u/Brainshack)\
**Post date:** [August 22, 2014, 3:46pm UTC](https://forums.unrealengine.com/t/rinterpto-never-reaches-target-rotation/291713/1 "2014-08-22T15:46:05Z")

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Hello,

I am trying to rotate my Character using FMath::RInterpTo:

Controller-\>SetControlRotation(FMath::RInterpTo(Controller-\>GetControlRotation(), targetRotation, deltaSeconds, 2.0f));

TargetRotation.Yaw is set to 90, but the Interpolation will always stop at 89.99. Is this to be expected ort am I doing something wrong?

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**Author:** ![anonymous\_user\_17ec24a01](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_17ec24a01](https://forums.unrealengine.com/u/anonymous_user_17ec24a01)\
**Post date:** [January 20, 2015, 11:23pm UTC](https://forums.unrealengine.com/t/rinterpto-never-reaches-target-rotation/291713/2 "2015-01-20T23:23:44Z")

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I believe that’s expected. If you notice the == compare operator for rotators has a tolerance pin to handle the tiny wiggle factor that can always arise when dealing with them.
