I have a blueprint set up for a telephone with a base, handset, and dial. I’m trying to make the dial rotate clockwise, but I’m encountering an issue where it rotates on all axes instead of just the intended one, causing it to wobble as it moves into position.
I’m using a timeline and the Set Relative Rotation node. When “Shortest Path” is unchecked, the dial wobbles into place, and when it’s checked, it rotates smoothly but in the wrong (counterclockwise) direction.
How can I configure the rotation so it moves smoothly and clockwise on just one axis?
The problem here is that what you’re looking at in the game is WORLD rotation.
If you want to set relative rotation (notice, the Z axis here is the front of the dial) you should probably rotate only on the Z axis. You can pass in the current X and Y that you already have.
Alternatively, (this is what I would do) make the phone one actor. I see that it’s multiple static meshes- maybe have at least the base and the dial be part of the same actor. Then place the dial where it needs to be, and rotate on the top axis from there relative to the base. Problem here is you’re mixing relative rot and world rot- and there isn’t anything that the dial itself IS RELATIVE to.
Hope this helps, and if you need any additional help let us know!
Did you get it figured out? Let us know if you did, and if so, it’d be great if you would post the solution for future solution seekers!
Let us know if there’s anything else we can do to help!
I did in fact figure it out. You enlightened me to the issue of the Dial not having anything to be relative to. I ended up separating the Dial from the Base by making the Dial its own blueprint. I then added the dial as a child to the Base blueprint and was able to rotate it relative to the Base as desired. Thank you for your help.