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Setting new rotation with delay without rInterp?

Hi! RInterp looks cool for many uses but it doesn't fit my needs. I would like to have an actor mimmic the same exact rotation of my Oculus-Rift, but with a delay (latency may be a better word). So when the HMD rotates 90*, I want the actor to stay right in place for 1 second and then rotate 90* with the same speed as the HMD did.

Would that be possible with Blueprints only?

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Product Version: UE 4.12
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asked Aug 10 '16 at 08:55 PM in Blueprint Scripting

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You can just record all rotation values on tick and when array length hit some known threshold (let's say for 60 times per sec, delay/tick is set to 0.1666 which after 5 sec would produce array length 300) you would start removing elements from beginning of array and add to end. So you can always get to the past values just by getting required index.

If you using c++ there are some smart Queue like data types which im not experienced enought to talk about.

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answered Aug 11 '16 at 07:15 PM

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avatar image bnjmndsgn Aug 11 '16 at 09:04 PM

Thanks alot for explaining! This works perfectly. Arrays are still new to me, but doesn't it matter that it just keeps running indefinitely like this?

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avatar image CriErr Aug 12 '16 at 08:18 AM

It would consume a lot of memory, also this one woud spam log for first 30 ticks about array out of bounds.

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