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Smooth Rotation Between Rotators


I got a problem once again: My game is basically a 2D environment and when I click at one point I want my character to rotate towards that point over time. Different control option is for the character to always rotate towards the cursor. Because I'm also implementing the second option I have to do this in Tick(). Now, my question is: How can I make a smooth rotation towards that point over time? My current code looks like this:

 FRotator targetRotation = FRotator(GetActorRotation().Pitch, GetActorRotation().Yaw - deg, GetActorRotation().Roll);
 this->AddActorLocalRotation(FMath::Lerp(GetActorRotation().Quaternion(), targetRotation.Quaternion(), 1.f));

All this code is in Tick();
deg is the degree the character has to rotate. This is calculated correctly as far as I can tell. So far this code only jumps to the finished rotation. I don't want this. I want the character so slowly rotate.

When I had this problem in Unity I could solve it with Slerp or Lerp so I guess it should work here, too. What am I doing wrong?

Product Version: UE 4.18
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asked Mar 08 '18 at 09:26 PM in C++ Programming

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