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Why is the camera boom 2.5 times slower to rotate than the character?

This graph fixes my problem but is horribly hacky and very odd. I discovered that, using the SAME VALUE for rotation, the boom is 2.5 slower. Why is this? surely there's a better way.

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asked Jan 05 '15 at 01:37 PM in Blueprint Scripting

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Asher S Einhorn
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avatar image TeamKingdom Jan 29 '15 at 07:49 PM

Yep I have noticed that as well but in my problem I'm rotating a pawn instead of a camera boom. It doesn't have anything to do with the lag checkboxes.

Like you, I'm using the "Add relative rotation" node and the "Add Controller Yaw Input" node. The conversion to a rotator seems to make the value smaller. Thanks for finding the magic 2.5 multiplier though, it seems to keep the values in lockstep.

Now lets just wait for it to go wrong....

avatar image TeamKingdom Jan 29 '15 at 08:01 PM

I did a quick test printing out the values of the rotator and the untreated Yaw float and they are the same amount. So the difference is between the Yaw input node and the Relative rotation node.

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1 answer: sort voted first

Can you to your blueprints "Components" section, and to your CameraBoom component, under there, check if you have checked "Enable Camera Lag" and "Enable Camera Rotation Lag" and see if unchecking these helps.

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Cheers, Markus

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answered Jan 07 '15 at 07:24 AM

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