Character Default Mesh Component Rotation

Has anyone run into an issue where they are unable to set the rotation of the default character mesh component?

I am running some code to update the mesh rotation to the normal of the surface (I want each client to run this locally) but if the character is moving, the rotation of the mesh component resets back to upright.

I’d be happy to be pointed in the direction to disable any replicated mesh rotation values.

This doesnt happen on a new mesh component, but then I cant run Root motion movement off it, as Root motion requires the base mesh component!

it might be
OrientRotationToMovement or
UseControlRotation

I am not using either of those variables. This is the mesh component specifically, not the character itself.

Its strange because the character mesh rotates fine when the character isnt moving which is making me believe its some sort of lag compensation setup in the character class.

Character Movement Component (CMC) does apply rotation to the capsules child components.

What variables are you using for rotation data?

Oh interesting, I didnt realize the CMC applies things to the child components. My functions are setting world rotation straight on the skeletal mesh and attached is an image of the rotation settings in the CMC. The strange thing is that the functions run on all clients including the server, so I dont understand why rotation resets to 0,0,0 during movement - if it was replicating something from the server it would be a very similar value.

Mainly what you’ll be dealing with is RootBone re-orientation when a new anim sequence is applied in the state machine. It’ll just snap back.

If you want to rotate the mesh do it in the animation BP.

Brilliant! Setting the rotation of the root bone in Anim BP is solving the issue for me right now, and it even works with root motion movement!

Thanks heaps!