Heading/Pitch/Roll Flipping Issue
I have an object that is being rotated in the engine. I'm sending the object's location (x,y,z) and rotations (heading, pitch, roll) to a different software.
When you manually enter in the position and rotations values, in Unreal Engine 4, the information is correctly transferred to the other software.
If you use the rotation tool to alter the object, the information passed suffers odd conversions. When physics are applied to the object the position values are correct, but the rotations show odd flipping back and forth.
How can we have the values transferred in the same manner as when you enter in the values?
Thanks for the help!
asked Jun 30 '14 at 06:42 PM in Using UE4
The FRotator has odd behaviors regarding this flipping you are seeing, I encountered it earlier today, and for the past year or so. Going from 181 to -179 is actually a correct behavior, but you are indeed noticing that there's some places where the rotator goes from -180 to 180 and other places where it goes 0 to 360
I just today made a node to standardize this FRotator flipping issue
You should always standardize the FRotator before sending it to your software and then you will be done with this issue.
Then your results will always be consistent! Standardized!
If you standardize all your FRotators to be in the range [-180,180] for pitch yaw and roll, then you can do reliable math calculations based on your FRotators and you wont get odd flipping behaviors
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