# how To rotae a sub component  mesh bases on forward axis input  acceleration.

**URL:** <https://forums.unrealengine.com/t/how-to-rotae-a-sub-component-mesh-bases-on-forward-axis-input-acceleration/58522>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [March 17, 2016, 1:05pm UTC](https://forums.unrealengine.com/t/how-to-rotae-a-sub-component-mesh-bases-on-forward-axis-input-acceleration/58522 "2016-03-17T13:05:44Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![BaseReality](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/basereality/32/893179_2.png) [@BaseReality](https://forums.unrealengine.com/u/BaseReality)\
**Post date:** [March 18, 2016, 4:51pm UTC](https://forums.unrealengine.com/t/how-to-rotae-a-sub-component-mesh-bases-on-forward-axis-input-acceleration/58522/4 "2016-03-18T16:51:04Z")

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I did add AddRelativeRotation but had mixed results. at first it was spinning really fast and then I managed to get it to rotate to 90 degrees but it happend as soon as Applied forwards thrust input axis i setup. then it stayed stuck there :(.  
Nothing I managed to do caused it to move in relation to what I was doing with the left analog stick On the game pad im using.  
But ive seen this and am wondering if this in the answer

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Eventually I want the Vtol thrusters ive attached to the Ship im flying to rotate as I apply more thrust on the HOTAS flight stick throttle Until at maximum thrust they are horizontal propelling the ship forwards.  
like in this image [http://www.tfw2005.com/boards/attachments/radicons-customs/27087680d1243227769-terminator-hunter-killer-100\_1404.jpg](http://www.tfw2005.com/boards/attachments/radicons-customs/27087680d1243227769-terminator-hunter-killer-100_1404.jpg)

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