How to avoid the Beam Emitter to waging (brake) on rotation ?

Hey, guys…i started a project with Ai Turret, andi i´m wondering…How to avoid the Beam Emitter to waging (brake) on rotation ? How to do smooth rotation ?

I´m using Line Trace by channel, and i already try to use “Rinterop To” and “Rinterop To Constant”, and i don´t see any changes.

See my video preview:

[Beam Emitter][1]

Here is my BP setup BEFORE the changes:

Here is my BP setup AFTER changes: (using interop…)

Please note: i´m using a Emitter to scan and persuit player if in range. I´m already try to change rotation rate several times , but still have the issue.

RInterp is definitely the solution, I’m pretty sure you implemented it wrong.

You screenshot of the RInterp blueprint doesn’t show everything so I can’t really tell what the issue, I need to see your full blueprint, at least the part that is responsible for rotating the turret.

However, I noticed that you plugged your RInterp output rotation to a set location node, shouldn’t that be a set rotation node?

Ok, here is my Turret Rotation…already plugged in RInterp output rotation to a set Rotation node …still have the same issue… :frowning:

Update: The Turret have the same issue of Laser Beam…both have a weird lag on rotation…

I just remembered that UE4 has an example that demonstrates exactly how to implement this, just download the blueprint example from the launcher, and check out the Security camera blueprint, it has the code you are looking for:

You´re right ! I´m a fool ! How i cannot see it before?!

Thanks alot, Night Watcher !