My object spins too fast, how to slow it down?

Hi, I’m posting this because I want to make a skybox to spin around the Z axis and I have followed the Unreal Tutorial Blueprint Doorway to understand how to add movement to an object but instead of sliding along an axis, spinning on its axis.

Despite it is spining on the Z axis, it is doing it too fast it makes the texture to flicker and twirl so much it is causing me a headache.

Here is the actual BP:

And my vector curves:

Any help would be appreciated. I have started to use UE4 quite recently and I want to do simple tasks on a test level but it is hard to find the proper nodes to accomplish them :frowning: Thank you in advance.

I think you could a new variable to the ‘New Time’ input on the timeline. If x is the amount of rotation the object is doing and you double the time it takes for your object to finish rotating x degrees the you would have basically slowed it down to half the speed.

You can also do the rotation through the material instead of rotating the object. You can use the pan and rotator nodes in the material editor to change how a texture moves along your object. The rotator node has a speed property which allows you to change how fast the texture rotates.

You can find more info on the rotator node here: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/ExpressionReference/Coordinates/index.html

I would do the rotation through the material since its easier.

Hope this helps

Looks like the Rotator Node in Material Editor did the trick. However, despite I put a single seamless texture, it looks like it ends in weird places and causes this.

And the unwrap cube option it is not a solution because it doesn’t catch the alpha of it and during rotation creates these weird stretched borders.

Also I tried to put the seamless texture in Tiled 0 so that it is 1 image per each side of the cube, but it stretches it so much it ends like this instead:

Tiling it is not a problem, but the problem is when the texture looks like it is rotating “around the corners” instead of it’s real center of origin, which is inside where the player spawns. What do you think is causing this issue? With 0 speed on the Rotator the cube looks like this:

Seamless on some edges but chopped on the others. As you can see the texture is seamless but these weird borders are destroying the charm of the seamless tile, and will not rotate in bulk but each face of the skybox will rotate differently. I have tested this with my imported unwrapped cube and with the Cube from the Engine Content library to see if it was due to an issue with my imported model and I get the same results.

Did you tried to scale the rotator down?

  • Values between 0.0 and 1.0 slow the rotation down.
  • Values between 1.0 make it spin faster
  • Values less than 0.0 reverse the spinning

Example:

If this is suppose to be a skydome then use a semi sphere or a full sphere for it. If this is some kind of space game then the stars and stuff in the background wouldnt really move. I’m having some trouble understanding what it is that you are trying to accomplish

It is a designer’s decision. When the ship moves from planet to planet, the background space must move along the Y axis. When the ship is idle, the background rotates slowly in a diagonal-like pattern to give the sense of the ship drifting in space. I know it is not real but it’s “cool” than staring into a motionless background. The game project has a “The Hitchhiker’s Guide to the Galaxy” sci-fi vibe to it, it doesn’t pretend to be serious.

Now that you mentioned it, I’ll try using a sphere instead of a cube if there is no fix to the seams and random motion of the faces in the cube.

Yes, I already fiddled with the velocity and with tiling the texture, which gave me the problems I mentioned above.

What the heck? 3 years and still no correct answer?

I don’t want to bump an old thread, but this popped up on my screen and doesn’t have a valid answer so I thought I’d share it.

What you need to do is grab a reference to the timeline, and set the play rate. That’s it!

Here’s a simple screenshot