Ok, so I figured out what was making the animation go past the 60 degrees that I wanted. The value being returned from the timeline was multiplying by the lerp(Rotator) value. I had some extra nodes as well from converting my variable from a vector to a rotator and was causing it to flip, gimbal i suppose, but i cleaned that up as well.
So I have this working and understanding blueprints a bit more but my original plan was to use animations because I have hydraulic shafts, pistons, and hoses to animate along with the arm and the bucket. I can see how to do it using aim constraints like in the physics suspension setup.
Would it be more efficient to do it through an imported animation so the game doesn’t have to constantly update the constraints?
Could the button presses be used on a imported animation timeline the same way?
I’ll do some experimenting myself to be sure as well,
Thanks
