# Actor rotation

**URL:** <https://forums.unrealengine.com/t/actor-rotation/459883>\
**Category:** Character & Animation\
**Tags:** rotation, system, unreal-engine, custom, question\
**Created:** [December 24, 2019, 10:02pm UTC](https://forums.unrealengine.com/t/actor-rotation/459883 "2019-12-24T22:02:34Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Moghura](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/moghura/32/1176607_2.png) [@Moghura](https://forums.unrealengine.com/u/Moghura)\
**Post date:** [December 24, 2019, 10:02pm UTC](https://forums.unrealengine.com/t/actor-rotation/459883/1 "2019-12-24T22:02:34Z")

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I have been trying to make an auto battler type game, but can´t solve a problem that I´m having for a long time. In order to achieve what I want with this project I have been making some more “custom” types os movement instead of using what unreal already provides, which is what you can see in the image I´m posting. The system works, the actors “find their way” and “walk to their objective”, but I´m having trouble to make it look “organic” and less “stiff”, specially in the rotation part. When a character walks towards a “tile” or an enemy you expect it to rotate to their goal, witch I actually manged to make happen, but for some reason after it finishes a movement it always turns back to their’s original rotation. I would upload I video to show here but it seems that this forum don´t support video uploads, so there are two pictures that give kinda an ideia of what it looks like.

Characters Rotated to each other (during movement):

 ![294406-rotating-to-each-other.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/a/2/ba2c87126d5d1c12c6df4a0f4e5edab022612fd6.jpeg)

Characters Rotated back to what I suppose is their original spawn rotation (after movement finishes):

 ![294408-rotation-reseted.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/4/2/b429ffc6d5d639a7eec2d2fa1daf64cb25a02b7b.jpeg)

Blueprint where I make the actors move and rotate:

 ![294409-bp.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/3/4/c343cec543428a0ae4d3512d4cd0d215ccf72d2c.png)

Any insights?

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**Author:** ![JoSf](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JoSf](https://forums.unrealengine.com/u/JoSf)\
**Post date:** [December 25, 2019, 3:46am UTC](https://forums.unrealengine.com/t/actor-rotation/459883/2 "2019-12-25T03:46:55Z")

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Hard to say with incomplete information but if I had to guess, by the time the timeline finishes, the character will be on the tile, so look at rotation gives you a result like 0,0,0. Instead try to get the look at rotation in the beginning and don’t repeteadly get it as the timeline is running.

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**Author:** ![Moghura](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/moghura/32/1176607_2.png) [@Moghura](https://forums.unrealengine.com/u/Moghura)\
**Post date:** [December 25, 2019, 6:04pm UTC](https://forums.unrealengine.com/t/actor-rotation/459883/3 "2019-12-25T18:04:52Z")

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You’re absolutely correct, I should have realized that silly mistake, but thank you very much nonetheless.
