Move an actor in his local axis orientation using blueprint

I’m not sure how your using the timeline, in that case it could be due to the interpolation type between beginning and end of a frame.

Otherwise, mite mention these people also missed an important well known step, where you multiply the intended change in value/speed, etc. by the elapsed time since the last frame update(delta time), since the amount of time in between each frame/tick changes with every running tick.

FYI was facing similar problem by coincidence, and so in this example I used a right vector instead of forward vector, which is similar concept but 90° to the right of the forward(front) facing direction.

I did this to correct the import orientation of my skeletal mesh, which faces the Y axis as its intentional front direction.


It would seem skeletal meshes are controlled by their bones and cannot be rotated on their own, unless they are not a root component and can instead follow a parent’s rotation.

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