Addlocalroration not working like i expected!

It looks like your DeltaRotation input is not connected to anything. Right click on the input and select Split Struct Pin, then link the green output of your multiplication to the axis you want the rotation to happen over. If still doesn’t work make sure that:

  • RotationSpeed variable is not 0
  • Mobility of the Actor is not set to Static

Good Evening To all of You.
I’m new in the forums. Searching a little and not found what exactly what’s happening i ask for your help.

I’m doing a tutorial, made in Unreal engine 4.7.5. But i’m using the Unreal Editor 4.10

Like in the picture 1, I created a Blueprint called " BP_FlightGate " … .doubleclick on it and later created 1 secene, 1 static mesh and 1 box colission. The Scene its called Root. Only two steps later In the event graph i must Add a "AddLocalRotation (root) ".

Now my problem it’s when i click on it, it must shown
Addlocalrotation Target is BP_Flightgate_C (root)

But instead i have like the picture 2 , which of course i dont get the result when i’m testing a rotation in the simulation.

Sorry, but what am i missing?

Someone told me this : " Try removing the root and thus have the target be self.

As far as I know, this is most likely caused by the event tick trying to rotste the root before it has fully loaded. You could add a gate which is opened by an event begin play+a very slight delay so the event tick does not fire off immediately. ".

I already did that but i supposse i’m not quite expert so still i dont get the result like i wish.

Any orientation please.
Thank you very much.

Thank You For Anwser.

Yes, i tried before, in so many ways hehe but with no luck.

This it’s like i have it right non (picture 1). Checked also the rotations, wich it’s 75 in my case. and the mobility of the actor it’s set to Movable.

The picture 2 its from the tutorial, its the result i must get. Wich of course i cant do it yet.

See the difference between Target it’s a scene component and Target it’s BP_Flightgate_C.

Thank you very much again :slight_smile:

You can still rotate by using SceneComponent as target, but if you want to get the result from 2nd image you just need to right click on empty space and start typing AddLocalRotation and select option with no brackets.

Again tho, the delta rotation values are all 0 so no rotation will happen, make sure you connect something there

Yes Phoboz, you were right. The rotation was in zero. So after puting a number (75 in my case) and conect all again now it rotates. Look Now :slight_smile: