Letting go of R analog stick - keep rotation?

Hi everyone,

I feel like I’m missing something obvious but I’m having a bit of trouble with a gamepad weapon wheel I’m working on. I made my own weapon wheel using mouse and keyboard without much of an issue. But making it useable for the gamepad is my next challenge. To that end I’ve started working with the d-pad (to bring up the menu) and right analog stick (to highlight weapons).

I have a wedge-shaped highlighted graphic (Highlight Section) which rotates around the circle with the right stick and highlights weapon icons. Here’s my blueprint setup to do the rotation:

My issue is - When I let go of the right stick, I want to be able to leave the Highlight Section pointed where I’ve left it, so I can catch a second flick of the right stick and cycle through multiple weapons in the same section. At the moment it pops back to 0. Should I not be doing this in tick? I feel like I’ve made a beginner mistake somehow. I tried storing the last angle we were at in a float variable and adding that to highlight angle but that was not pretty. Before I spent too much time I thought I’d run it by the experts. Any advice is greatly appreciated!

I think your issue is just that when the stick is let go it’s x and y go back to 0. A simple check if the make vector’s length != 0 would prevent it from resetting.

Thanks, I’ll give that a whirl!