x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Spring arm rotation lag flip at 90 pitch

Not sure if this has been posted before since it's been a problem for as long as I can remember, but I couldn't find mention of it anywhere.

If rotation lag is enabled on a spring arm, and the actor rotates past 90° pitch the the spring arm glitches. At 90° it's a small glitch, and at -90° it looks like it flips through a full 360° roll.

alt text

To recreate the problem, create a pawn with a spring arm and camera, enable camera rotation lag, and on tick do a addactorlocalrotation with pitch = 1.

Product Version: UE 4.13
Tags:
more ▼

asked Sep 13 '16 at 07:19 AM in Bug Reports

avatar image

snowgim
3 1 4

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hello snowgim,

The issue that you have reported is working by design (limitation of rotators). The rotation that you are seeing is meant to prevent gimbal lock. If you would like to prevent this from happening or being noticeable, you could turn off the rotation lag for the spring arm (which allows the cube to perform the flip over one frame (this is why it is not seen when the lag is not applied)) or you can convert the rotators to quaternions and handle the rotation math manually. I have provided a link to some information on quats. I hope that this information helps.

Quats math:

Link : https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation

Make it a great day

more ▼

answered Sep 13 '16 at 02:26 PM

avatar image

Rudy Q ♦♦ STAFF
48.7k 543 125 511

avatar image snowgim Sep 14 '16 at 08:01 AM

ok thanks. I'm not sure I fully understand and it seems strange that it's working as intended but ok. I think the quaternion stuff is a bit advanced for me at the moment. I made a simple workaround by plugging the actor's inverted local rotation delta with an RInterpTo into a setRelativeRotation for the spring arm to fake camera lag instead.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question