Character Possession Breaks Rotation

I have created a blueprint/class based on character and added a rotation in tick (using AddActorLocalRotation or AddActorWorldRotation). If I place one of these characters in the world it rotates as expected. When I possess a character that is spawned automatically at the player start position the rotation no longer works.

I can get the mesh component and rotate that directly but this causes other issues for what I am trying to do and in any case I would like to understand what the issue is.

Thanks :slight_smile:

Maybe you set the character to use player controller yaw? therefore the character sticks to the rotation of the possessed players camera.