Rotating to 90 degrees results in an 89.999 degree rotation

Hello! I noticed something weird while rotating static meshes around. When I would hit “E” and rotate the mesh (with rotation snap ON and set to 10 degree snaps) I could successfully rotate the meshes 90 degrees, according to the rotate tool. However, when I select the mesh after rotating it and look at the rotation under the details tab, it says it’s been rotated 89.999999 degrees.

Is there a way to fix this?

Hi Nelly,

Short answer: No way to fix it. (That I know of)

Longer answer: What you’re looking at is a limitation of 'floating point precision" . BUT- UE5 will have double-precision floats. So I’m curious to see if that will resolve this. (Although I’m unsure if just dropping a staticmesh into the world will default to floats or new (double) floats.)

Thanks for the quick reply!

That’s a bummer, hopefully the double-precision floats can fix it!

So if you want to compare a rotation its a massive pain in the ■■■■■■?

Fair point, but that’s where the ‘Error Tolerance’ input comes in.

tolerating_your_profanities_lol

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Yeah just accidently found it when I was working on my issue.

Nearly Equal (Float) is a life saver

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