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SetActorRotation on Physic Constrained Actor is wrong

Hello, i'm encountering an issue with SetActorRotation with dynamic Physic Constraint (on/off during runtime). So, I have this nodes on Tick :

alt text

Problem is, the rotation is set correctly while my actor has no Physics Constraint, but when Physics Constraint is enabled, the rotation has a little offset (in the direction of the velocity) described in the following picture :

alt text

Is this offset an intended result or an engine bug? It seems that the operation is executed one or multiple frame later because of the offset in the direction of the velocity. What do you think about that? Did everyone ever encountered this problem?

Product Version: UE 4.22
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asked May 22 '19 at 03:30 AM in Blueprint Scripting

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Araan95
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avatar image BOBtheROSS May 22 '19 at 04:44 PM

is the rotation of the physics constraint locked? Are soft limits deactivated?

Maybe it helps to set the "Projection Angular Tollerance" to a lower value. if it exceeds these value, it will basically set the objects transformation. This might get jittery on too low values.

avatar image Araan95 May 22 '19 at 08:43 PM

Hey, thanks for your reply. Linear Limits are set to Locked and Angular Limits to free. I tried with a Projection Angular Tollerance of 10 but there is no changes sadly, The position of the physic Constraint is correct, problem is the rotation offset. I made some test and the Rotator looks correct (print on tick, then check logs and there is no jump), so why the rotation of my object is offset in the velocity direction?

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Solved by stopping SetRotation at runtime while Physic Constraint is enabled, since in my case the roll and pitch is fixed by the PhysConstraint.

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answered May 29 '19 at 07:10 PM

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Araan95
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