I am using a level blueprint since these are 2 actors placed in the world, and I made one actor to have it’s transform relative to another, with the purpose of rotating one around another, in relation to the “new parent”.
I have this working as expected when not on tick (meaning, when setting for example 90 degrees on yaw Z rotation).
But when I try to get these same 90 degrees with a timeline performing a lerp, the rotating actor overshoots from 90 degrees and way beyond, gaining speed and inertia like crazy!
I feel like I’m missing something here, as well as the fact that the ComposeTransform operator still feels like voodoo/black magic/witchcraft to me.
Thank you very much if surviving this far in this post! I would massively appreciate any help since i’m losing my sanity!! minute by minute!!!
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OK so I came up with a solution that felt like it shouldn’t work, but for some reason - it does.
Not sure if it’s the proper solution and i’m sure there’s a better way to do it, so dear post reader, if you have another solution to this - please share it with me!!
I don’t know which is weirder to me in this solution - the fact that it’s using both a timeline and delta time, or the division of the desired Yaw value by 5.
Why is this working?! there must be a better way to do it
OK! so 5 is the duration of the timeline, in seconds.
so if I want it to move 90 degrees in let’s say 3 seconds, then the division would have to be by 3.
Anyway, this is not a flexible solution at all!!!
This is behaving like velocity, as if I am using a ‘AddWorldTransform’ operation, which would’ve totally made sense… but since im using ‘SetWorldTransform’, it doesn’t make any sense!
HELP HELP HELP HELP HELP HELP HELP HELP!!!