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Unreal 4.11 Move Component To Node Rotation

Is there any way to make 'Move Component To' Blueprint node to always take the shortest path in regards to rotation, again, like it used to be in the older versions before 4.11?

Character seems to do a full spin around himself if rotation Yaw is within a certain radius. Gimbal Lock shouldn't apply because it moves only in one axis.

Was there any specific reason why this node changed? I'm assuming this is a bug because I can't find any other explanation as to why would anyone want to take the longest path on random occasions.

Here is a video explaining my problem: https://www.youtube.com/watch?v=FOOsB1oSjEk

Product Version: UE 4.11
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asked May 06 '16 at 02:54 PM in Bug Reports

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avatar image SwordSkill May 06 '16 at 03:43 PM

Edit: The Shortest Path on the Lerp Node works perfectly, I just tested it, however that still doesn't change the fact that the 'Move Component To' node doesn't work by always taking the Shortest Path which is a shame.

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Hi SwordSkill,

I was able to reproduce this on my end and have entered a bug report, UE-30483, to be assessed by the development staff.

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answered May 09 '16 at 05:33 PM

avatar image SwordSkill May 12 '16 at 07:02 PM

Thanks, hopefully they will fix it by next update.

avatar image Raildex_ Jun 17 '16 at 07:14 PM

I'm using MoveComponent To, too and an answer was, that it needed "fundamental shifts within the engine" https://answers.unrealengine.com/questions/375890/movecomponentto-bug.html

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