Help with Spring Arm set world rotation

Hi everyone, first time posting here for help but im kinda stuck and dont understand where the problem is.

So what im trying to do is create a top down character movement/camera, normal control is that the player has free control of the camera to rotate left and right and the character moves in a 360 space, I can then change this by right clicking on the mouse, by right clicking I have the character lock on to a enemy and I then use the “Use pawn control rotation” so the character is facing the enemy and then rotates with the camera.
When this happens I have in my blueprint after I set “Use pawn control rotation” to “Set world rotation” to the same as I have initially setup so it is quite seamless in transition.

Now I have it setup and working in the preview window when I go play from here BUT when I start the game in a standalone game the camera rotation when using the lock-on (Right mouse click) resets to directly behind the character instead of the set rotation I have in my blueprint. I dont understand why it works fine in the preview window but doesnt in the standalone game?

I will attach some pictures of the blueprint setup and I hope someone can tell me what Im doing wrong. other info is that the game is being built in UE4 4.14

Cheers for any help given.
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Try modifying the call order.

For instance put the “Set world rotation” at the very end (or the contrary).

Try swapping the call order of certain camera parameters that might seem to contradict each other (or to play around the same properties).

Thank you very much for the reply, I did as you suggested by adding the “Set world rotation” at the end and it is all working now. It is still strange to me that it was working in the preview window but wasnt in the stand alone game but never mind as its all working fine now, cheers for your quick reply and help on the matter.

Actually after some more work I have found out that im still having the same problem, thing is if I dont have any “Player Start” or have not placed the player character Blueprint in the level the character will spawn in a un-allocated spot and the code/controls work fine as I want them to BUT once I place the character Blueprint or the “Player start” in my level I still get the same problem as before that once I press the right mouse button the camera go back down behind the character and for the life of me I cant work out why this is happening. Are there any settings that would be changing this when placing the character blueprint in the level or when using the “Player Start”?

It’s looking like a bug we encountered when updating to 4.16: sometimes, something goes wrong when spawning.

We had a bug which would trigger when using the option “PlayFromHere”, our FPS character would have its camera given a weird starting rotation.

We found a hacky workaround and we reset the relative rotation / location of the camera to the value we want initially. Just try to see if it fixes your problem, if so it might mean you’re running into the same kind of problems.

Thank you for your help, I have just decided to getting it working another way and have it all working now