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Rotation Values Locked between -180 and 180?

Hey all.

I have an issue with what appears to be Ue4's built in way of calculating direction. I have an actor that rotates in the Yaw. However, the issue arises when Ue4 Always makes sure my Rotation values are between -180 degrees and 180 degrees, when I actually need it to keep going.

For example, I need my controller to reach 180 degrees, on to 190, and then possibly on to infinity. But the engine is preventing me from doing this by looping back to -180, when I reach the threshold that is 180 degrees, and vice versa.

Is there a way to revert to the system of having true values? Thanks!

Product Version: UE 4.16
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asked Dec 16 '17 at 04:53 PM in Blueprint Scripting

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Raxs_Slayer
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avatar image Adam Kareem Aug 29 '18 at 06:10 PM

Hmm, how are you updating the rotation? Are you using "Add World Rotation" or "Set Actor Rotation" nodes? And how are you calculating the angle?

The issue may have something to do with the difference between "Euler Angles" and "Quarternions." I had a similar issue where if I used the float value for an angle, it the rotation woudln't work BUT when I used like "Make Rotator" or "Rinterp to" then he would keep rotating.

avatar image Raxs_Slayer Aug 29 '18 at 07:04 PM

Hello. I was using set rotation and a lerp node to seamlessly blend the transition. This quirk of Ue4 has completely prevented me for coming up with a solution to this particular method, so i instead completely rebuilt it using a different system and it works fine. This problem seems hard-wired into Ue4, so all I could really do was work around it.

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