Actor rotation not exact in 4.9.2

This seems similar to Unreal actor rotation not exact. Actors in my scene that had previously been rotated 90 degrees suddenly have Z rotation values of 89.999954 and newly placed actors are getting the same. Even using the rotation widget with snap starting from 0 degrees gets these values. Manually entering “90” in the yaw rotation field gets the same result, as the value just changes back to 89.9… . Selecting the value in the field and hitting backspace until it is cleared and then hitting enter will cause the value to change to 90 but then changing the actors position will change it back again.

Hello,

This is a known behavior. This is because of the transfer between quaternion math and rotators, which causes the numbers to be off by a very small margin. This isn’t something that we are intending to fix, and shouldn’t have any noticeable effect on your project.

Have a great day,

Sean Flint

Alright then. Thanks for the quick reply!

This is really creating alot of issues especially with seams in geo that is suppose to snap together. Please fix this

Hey metalman,

This original issue came down to floating point errors. If you believe what you are experiencing is a bug, please create a new post in the Bug Reports section so that we can investigate.

This is a big issue you guys and it’s something that a simple tool would fix, this hammers the main level creation feature of the engine which is a modular workflow. There should be 0 discrepancy between what the ui shows. It also resolves itself when you manually type it. In small projects I get it but in a triple A setting with literally thousands of ■■■■■ this is a big problem. As a user and developer I’m asking for help. It’s creating bugs in our lightmaps and causing artist to chance down non existent issues. It’s a compounding issue if you don’t hand check each asset. This costing us time and money.

If you believe that the behavior that you are experiencing is a bug, please go ahead and create a new thread in the Bug Reports section and provide as much information as you can, including repro steps or a test project that showcases the issue and we will be more than happy to take a look at what you’re seeing.

Thanks!

I have the repro steps are really straight forward rotating or translating an object with Grid snaps on produces an odd number that is different from what the ui says resulting in objects that are not grid aligned. I dont really think I need to submit a test file because you guys already know about this bug I’m asking for help to fix it

The issue in the original thread comes down to floating point errors, which are unfortunately a part of computing in general. This is not something that we are looking to resolve in the engine.

That’s why I wanted to request that you open a new thread if you believe you’re seeing a separate issue; otherwise, I’d just recommend keying in the value manually as you stated that typing in the value resolves the issue.