Rotating Pawn and PlayerController breaks looking around.
I'm making a flight game and every time the pawn and/or controller is rotated enough (-90 to face down in world space), looking around does weird things. Moving the mouse in any direction makes the camera rotate in random(I know it's not random, but seems that way) directions. Anyone successfully rotate the pawn and controller and get the camera rotation to work properly with it?
asked Apr 13 '14 at 12:06 AM in Blueprint Scripting
sounds like gimbal lock. Euler rotations (yaw, pitch, roll) always have that problem, and the solution has always been to use quaternions or change the order of matrix multiplication. too bad blueprint doesn't have quaternions or matricies, so you are stuck with Euler Rotators.
try using a Combine Rotators node, it does some quaternion magic to get around gimbal lock.
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