Hello there, I’m currently facing a really weird aspect of a prototype I’m working on. I’m trying to rotate an arrow component based on two other arrows. Everything works fine if you look forward, but if you look at the sky for example my arrow will rotate as I’m still looking forward. I tried to make the arrows children of the main camera and even the spring arm but it doesn’t help at all, it still rotates as it I’m only looking forward. Do you guys know what’s wrong with my script or a better way to achieve the same result?
Hi,
If you are using a timeline, you’d better use a simple “Lerp(Rotator)” and plug the track output to the alpha.
However your current setup would work fine on tick
I’ve noticed that sometimes you will try to ‘getWorldRotation’ of an actor component, but it actually returns the local rotation.
Try hooking up a print string for each of those getWorldRotation values and see if you’re getting the correct values
I don’t know how to fix this yet, it’s something I’m working on too
Yes, I agree with @Grot13… it would (in most cases) make more sense to use RInterp (driven by a constant value, 0 would be instant) OR Lerp(with the alpha value driven by a timeline between 0 and 1)…
What you are doing would actually work (although it might skip instantly if there is a 0 value in your timeline)… and might be useful in specific cases, but usually either one or the other approach.