I would like to constantly rotate my actor with URotatingMovementComponent with pivot offset.
I have a blueprint derived from my actor class which contains RotatingMovementComponent (It would be nice to set rotationrate from blueprint and use it in the code).
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = UI) TSubobjectPtr<URotatingMovementComponent> RotatingMovement;
MyActor.cpp (in constructor method)
RotatingMovement = ObjectInitializer.CreateDefaultSubobject<URotatingMovementComponent>(this, TEXT("RotatingMovement")); RotatingMovement->RotationRate = FRotator(0, 190, 0); RotatingMovement->PivotTranslation = FVector(0, 0);
So this is how I set it up, but it’s not working as expected. (Rotating constantly). Is this the correct way of rotating actor around some point in space or should I use something else?