# Capsulecomonent changes when the character turn?

**URL:** <https://forums.unrealengine.com/t/capsulecomonent-changes-when-the-character-turn/619326>\
**Category:** Game Development\
**Tags:** controller, collisions, capsulecomponent, unreal-engine, Showcase\
**Created:** [August 1, 2022, 10:12pm UTC](https://forums.unrealengine.com/t/capsulecomonent-changes-when-the-character-turn/619326 "2022-08-01T22:12:49Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Thekfps](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Thekfps](https://forums.unrealengine.com/u/Thekfps)\
**Post date:** [August 1, 2022, 10:12pm UTC](https://forums.unrealengine.com/t/capsulecomonent-changes-when-the-character-turn/619326/1 "2022-08-01T22:12:49Z")

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I’ve been testing some things, a collision trigger that desable the character moviment when he step in and press some key , flip flop to return the moviment… but if i step in, desable moviment and turn the character (mouse) and try to use B flipflop it just dont work untill i turn to the same angle i was
