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);

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 :slight_smile:

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