Why do my Slowly Rotating objects eventually stop rotating?

They rotate indefinitely when the rotation is set to something like 10.0 or higher, but below that this happens:

Any insight into why this is and how to stop it? I reaaaally want some slow rotations here.

Hey @JGoodroad hello!.

How are you rotating the objects?, can you share the code/blueprint logic?

Chaos puts them to sleep, most likely. Try adding:

p.Chaos.Solver.SleepEnabled 0

You also have these:

And there’s angular dampening, too.


I’ve assumed you use physics… although judging by the collisions, you do not. But who knows. Ignore the above if you do not use physics.

Ideally, explain how you rotate it.

  • rotating movement component?
  • add rotation every frame?
  • something else?

Ah doy, I completely forgot to add the picture I took of the blueprint.

Yep! This one.

1 Like

Apologies. I’ve updated the post. I am using Rotating Movement component.

1 Like

So, it stops for a bit, and then resumes. Not sure why it’s pausing here.

1 Like

Nothing comes to mind. It’s a tad odd, indeed.

  • does it always pause in the same location / time?
  • do all actors with the rotating movement component behave like this?
  • do you have any other script that could influence it?

Yes, every 90 degrees of rotation.

Yes, all actors I’ve tried behave this way. Even my default cube

No, this is as bare-bones a script as you can get, this issue was present before I even made the rotation instance editable.

Also, a few things I’ve noticed, this only seems to happen after I’ve rotated the actor. When it’s in its default orientation it’ll keep spinning, but I turn it on its side and this happens.

1 Like

Hey, this is an awesome demonstration. Can you quickly test the behaviour if you drag the static mesh to where the scene root is:

Test it with an actor that cannot collide with anything.


I am more baffled by this than you are - no clue how to even replicate it on my end…

You mean like this?

Same results.

I mean, I freshly made this so I’ve no clue why I’d be getting anything different than you here.

1 Like

So the movement comp is at default settings bar the Rotation Rate?


If you:

Does it spit out a correct value even after it has stopped rotating?

No, I change the rotation value to 5.0, 10 and higher works fine for me.

1 Like

I set it to 1 and, indeed, it does not go past 90 deg. :person_shrugging:


@JGoodroad Yeah, this is a bug. For now, throw the component out of the window (even though this is not related to the component itself…) and rotate it like so:

So you can keep going with the development. I’ll dig around, see what I can find. I sense this has something to do with how quaternions are normalised internally. Or frame delta / substepping.

2 Likes

Something wrong component’s tick. Setting interval for component tick helps, but does not fix the problem. Slower speed - bigger interval needed.

1 Like

It’s not the component per se, you can Add Rotation on Tick and will get the same result. Freaky. But yes, the higher the delta / step, the more this manifests.

Seeing the term “Quarternions” fills me with a fear I haven’t felt since college.

I think I’ll try out that alternate solution and see if it works, many thanks!

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.