Is it possible to have the InterpToMovement control points set to relative while somehow getting the rotation of these control points set to world? I want to spawn in power-ups to random points on a map. I also want to keep the powerup tilted upward, since this is an isometric view game. I’d like the powerups to interpolate along the Z axis relative to the world. Since the Blueprint actor is tilted, the Z axis is not lined up with the world axis. How can I use Interp to get the Blueprint object to bob up and down if its Z axis is different than the rest of the world? I’m probably taking the wrong approach here, so suggestions to the correct approach would be appreciated.