Getting unexpected rotation values

I need to compare the direction my player is facing with the direction of the controller’s input using an arrow and return a true result if the arrow and the player are facing the same direction.

My blueprint seems to work, the arrow points in the direction of input even if the player pawn isn’t facing that direction.

But when I compare the values of the actor rotation and the arrow rotation with a print sting, the arrow will usually return -90 degrees, regardless of the direction the player is facing, and seemingly regardless of the direction the arrow component appears to be facing.

I’m guessing there’s some kind of mismatch between relative and world transform, but I’m not sure how to fix it.

I figured it out, I added the transform rotation node:

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