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[bug?] Actor relative pitch rotation stuck in 90 degrees

It seems that this bug which is stopping me from being able to make progress on my project still exists even after being mentioned in these various locations

https://answers.unrealengine.com/questions/35153/rotating-an-actor-locks-up-on-pitch.html

https://answers.unrealengine.com/questions/21168/pitch-limited-to-90-90.html

https://answers.unrealengine.com/questions/62202/rotation-around-the-pitch-axis-is-bugged.html

https://answers.unrealengine.com/questions/62207/roll-pitch-yaw-rotations-strange-behavior.html

Local pitch rotation can be added above/below the strange 90 lock, but that won't work for me with how I'm trying to use it, so I'd really appreciate if this could be fixed or if possible also a functional alternative via blueprints could be suggested.

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asked Aug 09 '14 at 06:55 PM in Bug Reports

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SwiftIllusion
247 23 30 33

avatar image Rael5 Mar 06 '16 at 05:37 PM

Still not working in 4.10.4...This is happening to me when using AddRelativeRotation on a component. However if I use SetRelativeRotation it works.

avatar image markogonzalez84 May 25 '16 at 04:08 PM

Hi, I have the same problem, the diferent is that i dont work with code, any solution for BluePrint?

Thanks!

avatar image Dr.Freeman Jul 30 '17 at 09:44 PM

Help please!!! meow(

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11 answers: sort voted first

25.09.2016, UE 4.13.0, issue still exists.

A workaround would be using AddLocalRotation instead.

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answered Sep 25 '16 at 05:42 PM

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Angius
72 4 11 11

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The year is 2018.

UE4 Has become an amazing tool to the world. More and more games of varying quality are coming out with great success.

AND YET AS OF 1/25/2018 THIS BUG IS STILL HAPPENING. Sadly i cant use any of the work-arounds. I NEED SetRelative/AddRelative. But nope,it locks up at -90 and 90(Or better said it has an odd 180 or 132 Degree clamp. Since itll lock up at -67 and 67 on the Pitch Axis.

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answered Jan 25 '18 at 05:13 AM

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Benemii
43 2 6 8

avatar image Toasterist Aug 04 '18 at 03:02 AM

Nobody seems to have answered you. I managed to deal with the gimbal lock using a CameraManager class. I can't figure out how to rotate properly though.CamManager

avatar image Nebula Games Inc Aug 14 '18 at 03:03 PM

I fixed gimbal lock using a custom node that will convert Euler to quaternions so you can use the easier to picture Euler rotations. It can rotate through a full 360 of pitch. Link is below

https://youtu.be/KqbqZ3IY1II

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Hello,

Thank you for your report. The rotation lock is a known problem that we are working on fixing. It has been assigned to a developer to be resolved, but until then there is a known work-around in Blueprints that was described here:

https://answers.unrealengine.com/questions/21168/pitch-limited-to-90-90.html

"One blueprint setup we have been able to use to create a day/night cycle is using a Timeline that modifies your directional light's rotation with a Set Actor Rotation node. You can setup a float in your timeline that goes from 0 to 360 (or 0 to -360, depending on which axis you're rotating around) and control how quickly it does that rotation within the timeline itself. If you would like an example of what that would look like in a blueprint, let me know and I'll provide a screenshot."

If that does not help, could you please describe what you would like to accomplish so that we can find a better solution?

Thank you,

Alexander

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answered Aug 11 '14 at 03:09 PM

avatar image SwiftIllusion Aug 12 '14 at 05:22 AM

Thank you very much for your response. I did see that solution however I don't think it would work for me because of how I want my character to rotate consistently beyond 360 degrees and be able to smoothly level out its rotation from any point. Appreciate knowing the bug is still being worked on though :).

For anyone else who may come across this issue my work around was parenting the object under 2 Utility>Scene components in the blueprint, and rotated one vertically locally and the other horizontally relatively which allowed me to achieve a makeshift vertical relative result.

avatar image Elijen Jun 22 '15 at 11:24 AM

Mmmm. Bug still didn't get fixed :(

avatar image Alexander Paschall ♦♦ EPIC Jun 22 '15 at 06:47 PM

Hi Elijen,

I've looked into the report and over time it has had many changes and discussions. It is a very tricky thing to solve because it is a problem with the math behind translating rotation to quaternion then back to rotation, but there are a few ideas of how to fix it.

avatar image bogieman987 Jun 24 '15 at 06:36 PM

I can concur that it is still an issue, or at least, has become one again. What method could I use to work around this issue?

avatar image Ben Halliday STAFF Jul 02 '15 at 08:04 PM

That's going to depend a great deal on what you're trying to accomplish and how. I would suggest opening a new post in the Blueprint Scripting section with as many details as you can provide, and the community can help with that. For example, SwiftIllusion posted a workaround that works for him above.

Unfortunately, there is no fix to this bug without major changes to the engine, and that isn't likely to happen anytime soon.

avatar image Napoleonite Apr 12 '16 at 08:57 PM

Still not fixed :(. I just ran into it as well using C++

https://answers.unrealengine.com/questions/62207/roll-pitch-yaw-rotations-strange-behavior.html however fixed it.

avatar image B1TZ3R0 Aug 13 '16 at 02:25 PM

This problem still in 4.12.5 there is a trello card to track the status of this bugfix?

avatar image Sean L ♦♦ STAFF Aug 15 '16 at 01:23 PM

There is currently no way to fix this issue without making a major change to the engine, and this is not something that we are looking into implementing at this time. In the meantime, several workarounds exist as linked in the above posts.

Have a great day!

avatar image Napoleonite Dec 01 '17 at 09:50 AM

I don't see any bug tracker link. Has been solved by now (4.18.1)?

avatar image y030 Dec 03 '17 at 03:46 PM

I fear that it hasn't been solved still... This is crazy, it is such a fundamental thing but I guess it can't be helped. Let's hope it will get fixed sometime in the near future.

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Still broken in 4.10.2

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answered Jan 13 '16 at 06:44 AM

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sgehrman
66 5 11 18

avatar image DmitriNL Mar 28 '16 at 08:48 AM

I'm also having troubles rotating using UE 4.10.4. Pitch rotation stops around the value of 90, this seems the maximum value.


    void ARotatingActor::Tick( float DeltaTime )
    {
        Super::Tick( DeltaTime );
        FRotator Rotation = this->GetActorRotation();
        Rotation.Pitch += 1;
        this->SetActorRotation(Rotation);
        UE_LOG(LogTemp, Warning, TEXT("Pitch: %f"), Rotation.Pitch);
    }

Is there a solution or maybe I'm handling rotation incorrect?

avatar image DmitriNL Mar 28 '16 at 10:27 AM

I've created the following workaround in C++:

ADD TO YOUR .H FILE


#include "GameFramework/RotatingMovementComponent.h"

Add to your Class


UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "C++ Components")
        URotatingMovementComponent *RotatingMovement;

ADD TO YOUR .CPP FILE

Add to your constructor:


RotatingMovement = ObjectInitializer.CreateDefaultSubobject
  
   (this, ("RotatingMovement"));    

  
(Make sure you add 'const FObjectInitializer &ObjectInitializer' && Super(ObjectInitializer)' to your constructor)

And setup the rotation and movement in the BeginPlay event: void ARotatingObjectActor::BeginPlay() { Super::BeginPlay();

 // Do something to rotate
 RotatingMovement->RotationRate.Pitch = 360;
 RotatingMovement->RotationRate.Roll = 0;
 RotatingMovement->RotationRate.Yaw = 0;

}

The Tick event isn't needed anymore.

Good luck!

(PS. @FORUM-WEBMASTER There seems to be a styling bug in this forum post. The code is not embed properly.)

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Hmm, the only solution that has work for me is to get the components local rotation, modify it, and set it (for bike pedals)

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answered Jun 25 '17 at 10:42 PM

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Alex Chozabu P-B
31 3 6

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Hi there,

Another workaround is to use the parent class "Static Mesh Actor",instead of parent class "Actor". (just change it in the Asset editor -> toolbar -> class settings -> parent class)

I had another big problem and it was the same solution: https://answers.unrealengine.com/questions/453628/get-attached-actors-doesnt-run-in-construction-scr.html

I think I'm going to start using "Static Mesh Actors" thoroughly.

Cheers! C

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answered Aug 09 '17 at 04:36 AM

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Benebot
11 4 3

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If you possess a Pawn and try to rotate it in any direction, you'll be limited to 90% in any direction. It's a bug acknowledged by Unreal developers.

However, if you do the rotation in your custom PlayerController blueprint, you can freely rotate 360 degrees without limit. The rotation values (roll, yaw, pitch) can even exceed 360 degrees and it'll work perfectly. So rotate the actor from within your PlayerController blueprint instead of your individual Pawn blueprint.

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answered May 25 '15 at 01:17 PM

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Pelangi
236 22 34 41

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Hi, I have the same problem, the diferent is that i dont work with code, any solution for BluePrint?

Thanks!

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answered May 25 '16 at 04:08 PM

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markogonzalez84
1 1

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Still doesn't fixed 4.12.3

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answered Jun 21 '16 at 04:28 PM

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aitechtor
33 1 6

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Okay guys, I have found a fix , this worked for me : ![alt text][1]

helping.png (93.9 kB)
helping.png (93.9 kB)
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answered Apr 16 '17 at 03:15 PM

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Virtual Bones
10 3 4 6

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Making a diving system for my character, I solved my problem with the gimbal lock using the AddLocalRotation workaround and storing the degrees added in a variable, so i always know how many degress i used while rotating my character reading this variable. Hope that help.

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answered Jan 25 '18 at 08:22 AM

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Micky
141 7 6 8

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