[4.2] Blueprint SetActorTransform doesn't set rotation

When applying a transform in a Blueprint using Set Actor Transform, location and scale work fine, but the rotation does not get applied at all.

The actor itself is a pawn, and only has a camera component attached to it. It seems that no matter what I do the rotation keeps getting forced to (0, 0, 0).

I’ve tried various combinations of setting the rotation without luck.

Adding print statements shows that the value is set, but no actual transformation takes place in the editor when playing the level.

Hello Bojo,

I was able to recreate your issue by creating a new blueprint with parent class Pawn. Then I included a Camera asset as the Root component. In the level blueprint, on BeginPlay I set the SetViewTargetWithBlend to that camera, and in the blueprint of the camera itself I used SetActorTransform to spin it. The game started, my view was set to the camera position, but the camera didn’t spin.

This is what I did to fix it. Go to the Components section of your blueprint. Select the camera component. In the details box remove the checkbox that says “Use Controller View Rotation”.

Hope that helps!

~Sam

Brilliant, thank you very much!