What is the best way for me to implement a prone flip player mechanic with Blueprints?

Hello Forums, i’m am currently having issues trying to rotate the player capsule, 180 degrees in both the roll and pitch smoothly for a prone camera flip. I am having issues in how to do this via blueprint.
ive got another event tick that is updating for when i want my other camera rotation.
my first camera rotation which i think is causing issues with my player capsule rotate
I’ve tried doing when the player is prone and uses melee. The camera seems to go mental going back n forth from the two seemingly collising pieces of blueprint code.

What’s the best way of me implementing this mechanic?

Any Ideas? :S

blueprint for Basic prone flip anyone?

Hi omnicpher, sorry for the confusion. The character needs to move from a generic prone position > roll on back 180degrees then to a 180degree turn in pitch. Its only the capsule component that needs moving i have found however. My above post is a few weeks old. I am still having issues with this however.
Here is what i have so far. Don’t know if my other tick events may be colliding with this (any way to do event tick at a desired time?)

maybe splitting ProneFlipRotation into “PronePitch” and “ProneRoll” variables that you interpolate separately could make things easier to debug. also you could try messing with transforms instead of using rotations.

Yeah thanks shall try that, the pitch is limited to 90 degrees on the players pitch rotation

Hi Twibbz,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.