# Issues triying to animate an airplane's propeller

**URL:** <https://forums.unrealengine.com/t/issues-triying-to-animate-an-airplanes-propeller/2377038>\
**Category:** Cinematics & Media\
**Tags:** rotation, unreal-engine\
**Created:** [March 6, 2025, 12:18am UTC](https://forums.unrealengine.com/t/issues-triying-to-animate-an-airplanes-propeller/2377038 "2025-03-06T00:18:30Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![enzoravo](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/enzoravo/32/906582_2.png) [@enzoravo](https://forums.unrealengine.com/u/enzoravo)\
**Post date:** [March 6, 2025, 12:18am UTC](https://forums.unrealengine.com/t/issues-triying-to-animate-an-airplanes-propeller/2377038/1 "2025-03-06T00:18:30Z")

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Hi, i’m making a cinematic intro and i’m trying to animate an airplane’s propeller, the issue i’m facing is that to animate the propeller i need to use relative rotation and for some reason it always use world’s rotation.

I have already moved the pivot location to the location i need to make de propeller rotate in the right way, but i don’t know what i’m doing wrong.

here is a video of what i’m getting

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/3/8/c387a8060805bc93a5e28cde3bb48925dbbddecb.jpeg "Unreal Engine 5.5 Sequencer Issues with Relative Rotation") ](https://www.youtube.com/watch?v=gousrlJorcU)

can somebody help me on how to use the relative rotation in the unreal engine 5.5 ?

Thanks in advance for all the help.

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**Author:** ![TorQueMoD](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/torquemod/32/710746_2.png) [@TorQueMoD](https://forums.unrealengine.com/u/TorQueMoD)\
**Post date:** [March 6, 2025, 10:51am UTC](https://forums.unrealengine.com/t/issues-triying-to-animate-an-airplanes-propeller/2377038/2 "2025-03-06T10:51:35Z")

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Is this just a static mesh or a skeletal mesh? You don’t want to animate the propeller in sequencer as you’ll have to constantly be adding new frames. If it’s a static mesh, create an actor blueprint with it and animate the propeller with blueprint. Just use the Add rotation node driven by Tick, or add a rotator component to the propeller and specify the rotation axis and it will just rotate indefinitely. Then you can code events for starting and stopping the rotation and you can access this inside sequencer.

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**Author:** ![enzoravo](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/enzoravo/32/906582_2.png) [@enzoravo](https://forums.unrealengine.com/u/enzoravo)\
**Post date:** [March 6, 2025, 2:14pm UTC](https://forums.unrealengine.com/t/issues-triying-to-animate-an-airplanes-propeller/2377038/3 "2025-03-06T14:14:17Z")

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Thank you for the information

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**Author:** ![TorQueMoD](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/torquemod/32/710746_2.png) [@TorQueMoD](https://forums.unrealengine.com/u/TorQueMoD)\
**Post date:** [March 7, 2025, 6:54am UTC](https://forums.unrealengine.com/t/issues-triying-to-animate-an-airplanes-propeller/2377038/4 "2025-03-07T06:54:01Z")

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You’re welcome. Let me know if you have trouble figuring out how to implement it 🙂 When it comes to looping animation in sequencer, it’s best to either use a skeletal mesh with an animation at which point you can just drop it in the timeline and drag it to whatever length you want and it will loop indefinitely, or to animate inside a blueprint using code.

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**Author:** ![enzoravo](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/enzoravo/32/906582_2.png) [@enzoravo](https://forums.unrealengine.com/u/enzoravo)\
**Post date:** [March 7, 2025, 10:40am UTC](https://forums.unrealengine.com/t/issues-triying-to-animate-an-airplanes-propeller/2377038/5 "2025-03-07T10:40:03Z")

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I have already implemented it, i used the Rotation Movement component, using it i can increase/reduce the rotation rate that i need to use later to change the velocity of the propellers.

Thank you for the help @TorQueMoD

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**Author:** ![Dollyartasia](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dollyartasia](https://forums.unrealengine.com/u/Dollyartasia)\
**Post date:** [January 31, 2026, 8:32am UTC](https://forums.unrealengine.com/t/issues-triying-to-animate-an-airplanes-propeller/2377038/6 "2026-01-31T08:32:26Z")

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> [@enzoravo](#):
>
> Hi, i’m making a cinematic intro and i’m trying to animate an airplane’s propeller, the issue i’m facing is that to animate the propeller i need to use relative rotation and for some reason it always use world’s rotation.
> 
> I have already moved the pivot location to the location i need to make de propeller rotate in the right way, but i don’t know what i’m doing wrong.
> 
> here is a video of what i’m getting
> 
> ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/3/8/c387a8060805bc93a5e28cde3bb48925dbbddecb.jpeg "Unreal Engine 5.5 Sequencer Issues with Relative Rotation")
> 
> [Unreal Engine 5.5 Sequencer Issues with Relative Rotation](https://www.youtube.com/watch?v=gousrlJorcU)
> 
> can somebody help me on how to use the relative rotation in the unreal engine 5.5 ?
> 
> Thanks in advance for all the help.

This has also happened to me. Rotation in sequencers can be a little strange. Parenting the propeller to a basic scene element and rotating that instead worked for me. The rotation behaves like local rotation rather than world rotation once it is a kid. Additionally, confirm that you are using Sequencer to keyframe relative rotation.
