Quick Turn

Hi All,
Does anybody know how to blueprint a quick turn, ie spin the actor 180 ?

My character has a camera attached to the head bone, and i have a auto rotate and Aim offset scripts setup so that if the character is idle only the arms and head move according to the mouse input.

Ive tried multiple ways of trying to get the actor to quick turn 180, however everything i do just results in the camera rotating 180, but then instantly auto rotates back to its original position.

ive tried add rotators and even teleport, but all do the same thing ::frowning:

Ta

You need to get your character and set its rotation. How you are trying to set this? Can you show some screenshots?

Are you using this in your Character Blueprint?

This is the kinda thing ive been trying

yes mate :slight_smile:

Maybe it’s me doing things the wrong way – but I would use a Timeline if I were doing this.

have a single Float track in the timeline, make it go from 0s, 0 to 2s, 180. Output the execution node and float value of the timeline (while adding your original rotation value) to a SetActorRotation node (not AddActorRotation).

Just a thought.

thanks,

Never

no that doesn’t work unfortunately, i just does the same thing as before, flips 180 and rotates back again

Are you also setting the rotation for actor in your TICK event somewhere? Othewise character should not flip back by its own.

yeah i bet you’re using a SetActorRotation downstream somewhere, which is probably using a variable you forgot to update after doing the quick turn?

Regarding your first BP.

A vector interpolation just gives you a single value where each axis gets closer to the target by a certain amount. The speed of this is set in the interp speed and to make it frame-rate independent it’s requiring you to also get delta seconds which is the time since the last tick (which usually is once per frame). If you just have your single one time event of pressing a button it will turn slightly but not actually turn you around. You need to call this each tick (via event tick, a timeline or whatever) until it reached the final value.

Also since you didn’t connect pitch and roll it will always move towards 0,0 for those two values. Not sure if that’s what you want.

The behavior of it moving back is most likely because you update in your normal input the control rotation and apply it to your character. Since you are only rotating the character but not the control rotation it will move back to that one.

Hi Guys, yes i have a event tick stream which updates my character rotation, depending on if his idle or not. This is for an Aimoffset blendspace. Ive added a boolean to this now. but it now looks like i need to update the control rotation values to get this to work. as its still doing the same thing.

how do i update control rotation values ?.. i can only find an option to get these values ?

Control Rotation is a variable of your Player Controller so you have to get that one first and then from that one search for “Set Control Rotation”.

Because the only place of relevancy for this variable is the player pawn there is a function for getting this but not usually input is handled exclusively in the controller which is why the set function isn’t.