Smoothly set Actor Rotation Z (yaw) to be the same as Control Rotation Z (Yaw)

I wish to set up a simple turn-in-place system without any animations, the basic premise is that when the player looks over 45 degrees to the right or left their legs (that follow the actor location) will smoothly match the Z rotation of the upper torso (that follows the control rotation).

The current way I’m doing this is very simple:

Problem: Despite testing both Timelines, Lerp nodes and FInterp Nodes, I am unable to find a way to make the yaw smoothly transition to one another without it having some kind of bug, the main bug I’ve seen with all these methods is that the player cannot rotate to the left. If they do; the player rotates at insane speeds and then it no longer works. The current code just snaps him to the right location…

If anyone knows a good way of doing this, please help me out here.

Thanks.

Personally, when doing aim offset things, I just set Use Control Rotation to true when the yaw delta/aim offset passes a threshold, then turn it back off when delta approaches 0. It can be kinda quick if the CMC turn rate is high, but it tends to be rather smooth.

ETA: Here’s a pic of a blueprint. I call this convoluted function in tick after setting the aim offset stuff:

1 Like