It does not appear to do anything but if I take out “* DeltaSeconds”, the character rotates correctly but it breaks loads of other things (other actors in the scene have moved from where they should be etc.).
I have very similar code that rotates some platforms that I use in game and this seems to work with no issues so I don’t understand why the above code doesn’t work.
I assume that what you want to do here is to smoothly rotate the TypingRunCharacter, so you should do that like this:
TypingRunCharacter->SetActorRotation(TypingRunCharacter->GetActorRotation() + FRotator(0.0f, 90.0f, 0.0f) * DeltaSeconds)); //The character will be smoothly rotating with a speed of 90 degrees per second
//You can also use AddActorWorldRotation
Okay so I’ve finally had time to try this out but it still seems to be causing issues so I’m guessing it has something to do with other parts of the code.
I have all these platforms that the character stands on in the game. These platforms are rotated as well as the character. If I choose not to rotate the character, they all line up fine like so: