How to get the local actor rotation?

Hello! I’m new at blueprint scripting and i have collided with a problem of getting rotation from my object. I tryed to control the object rotation by my mouse. I’ve already calculated the all trigonometric routine, and it really works! But I want to do it smoothly. Unfortunatelly, I can’t get the local rotation, instead the world rottation and actor rotation shows always 0. I don’t understand, why I can change the rotation of object, but can’t get rotation? I understand the differense, local and global etc, but I cant find out something similar to “get local actor location”. It’s strange that I can add local actor location, but can’t get it current value.


Sorry, I can’t share the whole programm, it’s too big.
Thank you for your help in advance!

If there was a node called ‘GetActorLocalRotation’, it would always return 0 - think about it :slight_smile:

If you want to set the rotation of the actor using interp, then you need a setup on tick, that uses GetActorRotation and SetActorRotation.

Of course, you can split the pins.

Thank you for your advise!

I wish you were right. But this solution has already been tried :frowning: . I calculate the angle to change the orientation of the actor, but if I include interp speed>0, it doesn’t move. If I include interp speed=0, it works correctly. In my thoghts, it should calculate the angle and change the rotation smoothly, but it seems that Rinterp gets 0.0 every time, even with the actor rotation set. After rotation setting variable of rotation becomes real, but in the next cycle it eventualy turning to 0 for no reason (or for real reason??? but I can’t still find it :frowning: )

Adding of variable of last rotation angle info has already tried too.

I found solution
I unchecked “Editor → self → Pawn → Use Controller Rotation Yaw" and after that actor rotation is returning correct actor rotation value, thank you for your efforts.

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