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Jerks and undesirable turns with RInterpTo

There is an issue with the RInterpTo Blueprint node. Noticeable jerks of the object occurs when its pitch should pass the 90 degrees notch. Any rotator is converted to keep its pitch in range [-90, 90] when it is applied to some object (e.g. rotator of the form [P=95.0 Y=0.0 R=0.0] will be converted to the [P=85.0 Y=-180.0 R=-180.0]). It seems that internally RInterpTo does not care about this 180 degrees shifts of roll and yaw but just calculates elementwise deltas:

 const FRotator Delta = (Target - Current).GetNormalized();

(L2403).

Calculation of the difference between two rotators:

 FORCEINLINE FRotator FRotator::operator-( const FRotator& R ) const
 {
     return FRotator( Pitch-R.Pitch, Yaw-R.Yaw, Roll-R.Roll );
 }

(L490).

If NormalizeAxis method is used in the FRotator::Normalize() (L679) then it just maps axis value to the range (-180, 180] L618. This results in jerks which can become undesirable turns as you can see here https://www.youtube.com/watch?v=_jTDhYQDB5Q&t=240s

Product Version: UE 4.20
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asked Feb 01 '19 at 09:03 PM in Bug Reports

avatar image

zubetto
1 1 2

avatar image Jeff A ♦♦ STAFF Feb 01 '19 at 09:38 PM

Hello,

We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks

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