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Can I interpolate rotation pitch of a character in tick ?

I'm using the simple code in tick to update character rotation. Character keeps flickering and the target rotation doesn't set properly.

 FRotator ActorRotation = Character->GetActorRotation();
 FRotator LerpRotation = UKismetMathLibrary::RInterpTo(Character->GetActorRotation(), TargetRotation, DeltaTime, 30.f);
 Character->SetActorRotation(LerpRotation);
Product Version: UE 4.15
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asked Mar 31 '17 at 07:43 PM in C++ Programming

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BrunoCecconi
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1 answer: sort voted first

I never used UKismetMathLibrary::RInterpTo, but it might be that it is not meant to be used every frame. I use something this instead:

     float Speed = CLAMP(DeltaTime * LerpRotationSpeed, 0, 1);
     FQuat CurrentRotation = Camera->GetRelativeTransform().GetRotation();
     FQuat NewRotation = FQuat::FastLerp(CurrentRotation, TargetRotation, Speed);
     Camera->SetRelativeRotation(NewRotation);

The CLAMP function is a micro I use to make sure the value doesn't go above 1 on low framerates:

 #define CLAMP(value, min, max) (value >= max ? max : value <= min ? min : value)

I hope this helps :)

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answered Mar 31 '17 at 08:15 PM

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Sigfreud
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avatar image BrunoCecconi Mar 31 '17 at 09:13 PM

This way it works better, but is still flickering. Seems unreal physics don't let me update the rotation or something like that.

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