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Rinterp to doesn't slowly change character rotation.

alt text

As you can see, I have done what I thought was the method. However, the capsule (which has the ship linked to it, what the capsule does, the ship does) instantly turns to the direction the camera is facing. It doesn't slowly arc. What have I done wrong?

Product Version: UE 4.7
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asked Jun 08 '15 at 01:40 AM in Blueprint Scripting

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Thkaal
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RinterpTo entry named Delta Time is in seconds and you're feeding it with 1000 seconds each frames (this is huge ! it represents 16 minutes).

Try to link this to a GetWorldDeltaSeconds and slightly reduce InterpSpeed, 30 is a bit high too ;-)

Hope it helps !

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answered Jun 08 '15 at 07:19 AM

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avatar image Thkaal Jun 08 '15 at 09:18 AM

I had done it as low as a single second as well. I wasn't sure if it was in seconds, ticks or milliseconds, so I tried 1, 5, 20, 100, 500, 750 and 1000. And I just wanted to see if I could get it to take 3 seconds to do a 180.

avatar image Jun 08 '15 at 09:55 AM

A single second is still huge, if you are running 60FPS it's like 60 times higher than real interpolation rate, you must use it with GetWorldDeltaSeconds to get it working

avatar image Thkaal Jun 09 '15 at 07:06 AM

Thanks. It is working. I see how it works now. I used GetWorldDeltaSeconds. I had to turn the Interpspeed down to 1. And even that is really fast.

So the question is, how is this calculation done? It calculates per frame, but is there a way to set a rotation based on degrees per second? Or should I open that as a separate question?

avatar image Jun 09 '15 at 07:16 AM

Looking at the C++ version of RInterpTo the speed seems to be in DegreePerSeconds but if the difference between Current and Target is too small interpolation is skipped and target is returned.

avatar image Thkaal Jun 09 '15 at 07:24 AM

Odd, because rotating 180 degrees at a interp of 1 takes just under three seconds for me. which is just under 60 degrees per second.

Not to worry, I'll fiddle with it to make sure, find out what it is etc. If it works better with C++ I'll use that. I primarily use the blueprints as a quick fix for the logic of the code before I write it anyway.

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