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Get rotation of a physics-enabled component/actor

I have enabled “simulate physics” on my mesh component, but set rotation has no effect when I do this. I can rotate with a physics thruster, but get rotation always returns zeros. How do I rotate my actor/component with thrusters yet still be able to find its rotation?

Have you tried giving it a child actor that doesn’t have physics enabled and checking that objects world rotation?

Fixed it by putting my mesh as the default scene root. I might have changed something else in the heirarchy too, not sure, but its working now :slight_smile: