hey! I appreciate the response and quite honestly I needed this tutorial as well for animations on my hovercraft, like the tail, flaps, aileron etc so thank you for this. However, I have seemed to figure out the solution just using the same blueprint. If anyone is stuck in similar place as me (no pun intended ), you need to figure out the X value from get rotation at spline input key and normalize it. Usually it’s a range from 0 to 1 with 0 being tangent is 0 degrees (and 1 being tangent 360 degrees). In both these cases, what it means is the spline is straight and we have to rotate the ship back to 0 using a bool check. When condition is true, do the finterp to 0.