UE5.3 - RESET ROTATION IN TICK GATE

Hello dear devs and Admins,
I would like from you a help about my Actor rotation.
I actually setup the movement “Roll” left and right, with “RINTERP” and it’s working well, i sent the value to the variable to store the actual rotation.
After releasing the inputs i sent rotation infos to the Tick Graph and it stay at the value without any smooth return (watch attached picture), if i un-Plug the RINTERP and let at 0.0.0 the “New Rotation” into “SetRelativeRotation” it return at Zero instantly.
My Question is, have you a good solution to perform a smooth return to 0.0.0 rotation ?

If you want a smooth return to 0, interp is the way. If you use ‘set’ it will happen instantly.

Yes i know, but in this case it stay at his rotation “90”, and not perform a return (i have tried a lot of possibilities), i actually try to use the gate node but not very functionnal, it work but something append, it cause the rotator divide by 2 when i change direction, but this is another problem, i show you my actual stuff :

INPUTS :

TICK EVENT :

FORMULA SMOOTH RESET :

I noticed you’re reading world rotation, but setting relative?

Ahh a mistake i didn’t seen, lets fix it !

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Evening ClockworkOcean,

I’m finally stopping looking for the return to rotation 0.0.0, because it’s for a specific game mode, I’m moving forward, and I’d like to know if you have any ideas about the HYPER SENSITIVITY of Xbox or PS5 game controllers.
I never have a value of 0 except when I start a game “PLAY” the first few seconds without touching the gamepad it’s at 0

After using the gamepad the value never goes back to 0, would you have any idea to avoid this bad thing, it happens with my 3 controllers, 1 of which is new. I thought about the booleans but when switching between -0.1 and 0.1, there is a visual snapSo I’m turning to you.

You need to reduce the sensity in code.

For instance, you can use a ‘nearly equal’ node on the float coming from the input action.

If it’s nearly 0, then you can actually set it to 0 before falling into the rest of your code :slight_smile:

Another thing you could try, is a power node on the float. You would need to player with the coefficient for a while, but when you get it right, very small values will be made much smaller.

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