# DMX moving head: how to make it follow a moving target? (setting head rotation does not update DMX values) 

**URL:** <https://forums.unrealengine.com/t/dmx-moving-head-how-to-make-it-follow-a-moving-target-setting-head-rotation-does-not-update-dmx-values/2853389>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [November 10, 2026, 4:01pm UTC](https://forums.unrealengine.com/t/dmx-moving-head-how-to-make-it-follow-a-moving-target-setting-head-rotation-does-not-update-dmx-values/2853389 "2026-11-10T16:01:18Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![SebiSebas](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SebiSebas](https://forums.unrealengine.com/u/SebiSebas)\
**Post date:** [November 10, 2026, 4:01pm UTC](https://forums.unrealengine.com/t/dmx-moving-head-how-to-make-it-follow-a-moving-target-setting-head-rotation-does-not-update-dmx-values/2853389/1 "2026-11-10T16:01:19Z")

</div>

Hi all,

I’m using the default moving head fixture from the DMX plugin in UE 5.7. I want it to follow a moving point in the world (right now the player) so the beam always points at it.

My first attempt was to set the rotation of the head to look at the player. The head rotates, but the DMX address/channel values do not update, so the fixture’s pan and tilt values stay the same. I guess the rotation is only visual and does not feed back into DMX.

So I think I need to calculate pan and tilt from the direction to the target and send them as DMX values myself, but I’m not sure how to do this properly. My questions:

1. Is there a built-in way to make a DMX fixture track a target?
2. If not, what is the best way to convert a look-at direction into pan and tilt values (0-1 or 0-255) for this fixture, taking its pan and tilt ranges and its local orientation into account?
3. Which node or function should I use to send those values to the fixture’s attributes at runtime? [Blueprint node name or C++ function you are using]
