I have a robot, and when buttons are pressed the joints should rotate on Y axis.
I’m using the add relative rotation command, with a branch node which checks between constraints I have set. ( <= & = > values for -160deg and +160) which I’m getting the Y rotation value from ‘get relative transform’.
When the angle gets to 90 degrees I’m getting odd behaviour. Sometimes the robot arm gets stuck at 90deg and jitters in place, other times it’s get’s stuck, then seems to act as though the axis has been flipped.
Just wondering if there is some inherent issue with relative location passed 90deg, or 180deg overall, as it maybe?
I don’t know how to solve your exact problem but i have 2 thoughts
are you sure that rotation goes negative? i’m new to unreal but i would assume rotations are 0-360 and then wrap around again
doing a .01 second delay on a loop in a blueprint to animate the rotation janky af! consider setting a “target rotation” variable in the rotate event and then lerping to it on the tick event… or something else idk as i said i’m new but i am pretty sure doing what you are doing is very non-standard
Thanks for your reply. I’ve been playing around with the parts manually in the component viewport, from what I can see when I rotate a static mesh beyond -90degY;
-100degY becomes -80deg and x becomes 180deg and z becomes -180deg.
Manually adjusting Y beyond +90deg, it remains positive.
I’m wondering whether this has something to do with relative rotation and hierarchy.
Thanks for the example. I’m all for making this simpler! however there is no timeline node in the widget event graph. All my logic is currently located in the main menu widget. I am using the on screen widget buttons to control the robot.