Why is rotation limited?

I tried to rotate an Actor with key input, with 2 different approaches:
-Using a boolen on keypress, and on Tick using RInterp To, and Set Actor Rotation based on that boolean’s state.
-Using the builtin Input Axis Events, with Pitch control.

In both cases the rotation was limited to a certain degree, and couldn’t rotate infinitely.

Is there a way to change this?

Thank you.

Hi ,
Yes, that’s exactly what I want.

HI

So to confirm, you want to press Z for example and rotate left for as long as you are holding the key?

Ok give me a bit, I did this in relative, and makes you dizzy, but do it in world.

Let me find it

Ignore the Sequence, one goes to other stuff and one goes to the other way, just the same

I tried this, but the actor stops rotating at 90 degrees, won’t go further.

Still didn’t figure out, why this doesn’t work. Can anybody point me in the right direction? I’m stuck. Thank you.

Edit: See Detech’s comment below.

Thanks for the answer, but the problem still perssists, this works well, but rotation is STILL limited to 90 degrees. I mean,a fter rotating 90 degrees the rotation stops, and THAT’S what needs to be solved, I already have many solutions for rotating, but all of them have this same problem.
There must be a setting somewhere, that I’m not aware of that prevents to rotation of the pawn going over 90 degrees.

Mb you try to rotate on Pitch? EU4 Euler system dont allow endless rotation on pitch and its blocked when your pitch == 90

Yeah, that’s it, I’m trying to rotate on pitch! Wow, can’t believe I finally got the answer, Guess all I have to do is setup the scene in a new angle, or point of view. Thanks, you saved my life, haha :slight_smile:

So then, How do we use a better system than Euler rotators?

It’s hard coded into the engine. You’d have to get the engine source and program your own via C++.