[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
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.
asked Aug 09 '14 at 06:55 PM in Bug Reports
25.09.2016, UE 4.13.0, issue still exists.
A workaround would be using AddLocalRotation instead.
answered Sep 25 '16 at 05:42 PM
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.
answered Jan 25 '18 at 05:13 AM
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:
"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?
answered Aug 11 '14 at 03:09 PM
Still broken in 4.10.2
answered Jan 13 '16 at 06:44 AM
Hmm, the only solution that has work for me is to get the components local rotation, modify it, and set it (for bike pedals)
answered Jun 25 '17 at 10:42 PM
Alex Chozabu P-B
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.
answered Aug 09 '17 at 04:36 AM
If you possess a
However, if you do the rotation in your custom
answered May 25 '15 at 01:17 PM
Hi, I have the same problem, the diferent is that i dont work with code, any solution for BluePrint?
answered May 25 '16 at 04:08 PM
Still doesn't fixed 4.12.3
answered Jun 21 '16 at 04:28 PM
Okay guys, I have found a fix , this worked for me : ]
answered Apr 16 '17 at 03:15 PM
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.
answered Jan 25 '18 at 08:22 AM
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