How do I set Yaw rotation of player character in Blueprints?

I’m trying to rotate player’s character using Blueprints in a Blueprint driven FPS. player’s character comprises of a capsule, camera and character movement components and I’m trying to implement a 180 quick turn on a single button / key press.

However no matter what I attempt to rotate, player, capsule, camera, rotation will not update. I’ve tried doing this by setting both world and relative locaiton on all of these.

I can teleport player fine but no matter what try, it’s not possible to change yaw.

If I attempt to change pitch or roll then camera ends up sinking into ground and vibrating.

Unfortuantely, using Yaw Input is not accurate for this ation.

Is there any chance that setting rotation on characters is broken?

Hey ,

An easy way to do this is to use Add Controller Yaw Input node. If you look at default MyCharacter Blueprint in FPS template, you’ll see that Mouse Input links to same node. You can set up something very simple with a key press that links to that node, and give it a value of 360:


This can of course be elaborated on to make a smoother transition, but that’s basic idea.

Hope that helps!

I want to blend over a period of time, around half a second.

Add Controller Yaw input is done on a frame basis so any attempt to do that over half a second gives different results at different framerates and therefor not a viable option.

I need to know if Set Rotation functions in this instance are broken or working as intended and if there is another way of achieving this result.

Set Rotation nodes are referencing Pawn rotation. reason they don’t rotate your character directly is because control rotation of PlayerController is overriding attempt to change Pawn rotation. You can try doing an interp on PlayerController with SetControlRotation. You could also use AddControllerYawInput with a timestep modifying Value.

Hi .

I wanted to achieve something similar. However i couldn’t do it exactly way i wanted due to a small issue regarding lerp functions. My “Characters” are receiving their input from from Controller Blueprint.
Check out my post, it could give u more insight into issue. I tried various ways of achieving this.

Keep in mind my camera does not rotate when player rotates. I wanted only my player to rotate and not camera so i couldn’t use yaw, pitch or roll otherwise it would affect my camera.

Hope it helps.

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Hey, I’m not sure if this is what you are looking for. But this should be a simple blended animation over time.

Unfortuantely ‘Set Actor Rotation’ doesn’t work in this case.

However ‘Set Controller Rotation’, as suggested above, works perfectly, rotating both player and collision capsule as required.

Thank you all for your help and suggestions.

You can try uncheck “Use Controller Rotation Yaw”

in Class Deafults of your Character.

thanks it worked