"RInterp To" physics problem when colliding with another object

At use the “RInterp To” to get the slowly rotation for an object, work fine, but if collide with a wall or other item the angle decays.

Hi ,

I am attempting to reproduce this effect and have thus far been unsuccessful. Do you have specific steps for me to be able to reproduce this? Thank you!

Here a image with the blueprint, you need add some to move the ship like topdown game with forces.

https://dl.dropboxusercontent.com/u/28070491/UE/Example.png

Do you have a video of the angle decaying that we could see? So that we can test adequately? Thank you!

https://dl.dropboxusercontent.com/u/28070491/UE/UE4Editor%202014-06-27%2017-44-25-63.avi

Unfortunately that file does not seem to be working. I will see if I can reproduce this on my end and see if this is a bug or intended functionality.

Copy of the filedl.dropboxusercontent.com/u/28070491/UE/PShipA2.COPY
Open the topdown for example a put this as default player pawn, and the 3d models with collision the base of ship

Is there a way you can send me the full .uasset file. Below is what I was able to get through the link you sent:

mmm sorry i exported the blueprint
Image: https://dl.dropboxusercontent.com/u/28070491/UE/GlobalShip.png
uassetdl.dropboxusercontent.com/u/28070491/UE/PShipA2.uasset

Hi ,

Can you send me the .fbx of the ship? I don’t need the missiles or anything. Simply the ship will help me to see what is going on.

https://dl.dropboxusercontent.com/u/28070491/UE/Characters. The collision for the ship is generated in the editor (convex(4,12))

News about that ?

Try applying the inverse force when your ship collides with another object. You should be able to cancel the ship spinning if equal/opposite forces are applied simultaneously.

And no fix for RInterp To or other function ?
Please give me a example about the force and how get at collision.

Use one of the collision event nodes and apply force in the opposite direction of the force currently applied to the player character, which should level the ship. I did not see the Rinterp in the blueprint you sent. Is there one being used?

Are you serious? Look in the top right of the blueprint/image

Hi ,

Ah yes, sorry I misread the node there. I don’t believe the RInterp node is what is causing the problem you are experiencing. However, I did find in the flying example that it is calling an event hit node, which, when the pawn collides with an object, sets the forward movement speed to 0.0. Have you tried that to see if it would work?

Hi ,

We have not heard from you in quite some time. I am marking this as answered for tracking purposes. If you are still experiencing this, please comment here with the requested information. Thank you.