Rotate Mesh - Back to start rotation ?

Hello Folks,

I have a little issue here and wondering how to go about this is BP.

Below you can see my BP which basically “OnClick” rotates a static mesh at a set speed from 0 Degrees continuously but then, what I’d like it todo is… when i “click” again the mesh then rotates back to it’s original rotation of 0 degrees, currently when I click it again it stops at the state of rotation it was at.

77879-rotate.png

Hope that makes sense and any pointers for this would be appreciated.

Kind Regards

sorry i cant speak English well… so maybe i wrong to get the problem of yours. and my explanation is terrible :frowning:

“when I click it again it stops at the state of rotation it was at.”
from here and the BP, i assume that from branch the value is false. so there not run into AddRelativeRotation.

“what I’d like it todo is… when i “click” again the mesh then rotates back to it’s original rotation of 0 degrees”
well… try kind of like this. i put the value rotation into variable. when the branch come “false” it still do AddRelativeRotation. but with different value.

Thanks Udin, I’ll be looking at this later Today.

Well, I tried this and it seems to function the same as I had above to a degree.

I have now tried so many different ways to get the rotation method i want but seem to be hitting dead ends, many ways I can achieve the above but not the one I want lol :). I’ve also tried using timeline functions via BP but this seems to be very hit and miss for me when it comes to calculating the correct rotation in the given time, I am sure all I need is to set an “angle” of rotation but I have tried all methods from different tutorials and youtube vids but still hitting a dead end, frustrating to say the least.

I know again this will be something simple what I am failing to do/add to my BP… any help appreciated on this by anybody. I’ve also seen and tried Rinter and other interp functions but again I seem to get the same result no matter what I try.

I’ve also spotted in a few videos that I could possibly achieve this via “Matinee” but… when I load Matinee it seems to crash “with no error logs” after a few moments, other people have had this issue but apparently the latest version fixes but I am using 4.10.2 also and it still crashes.

SO… anybody reading this if you can help, all I need to do is rotate “slowly” my object to e.g. 360 degrees and on click and when clicked again it rotates “slowly” back to it’s original angle i.e 0,0,0 help would be with great thanks.

Kind Regards

++Update

Well… I think I have done, it may not be the most efficient way so please let me know if there is a better way but I have a question.

**QUESTION **- Been as I am using a Timeline for this, would this be related to “tick” and “fps” ? if so, does this mean on different computers/gfx setups the rotation would not be the same as it is on my build machine ?