Move Component To

Hi everyone.
I need to rotate an actor blueprint using Move Component To.
When I lounch the game the actor rotates but once rotation is ended the object returns to the original rotation. How can I lock new rotation value? I tryed to use another move component to and many other nodes but nothing.

Hey @Mandrake1983!

You may want to try “Set Relative Rotation” or something along those lines.

However, if you’re trying to do this to a character, especially one that uses controller rotation, you’re going to run into some issues.

Hope that helps!

Hi, thank you for your answare.
No, I’m trying to rotate a little steam locomotive on a rotating platform.
This Locomotive is an actor blueprint with a lot of parts all linked to a main part.
When I try to rotate this main part using “Move component to” it rotates, but when rotation is complete for some reason the actor back’s in the starting position. I also tryed other methods but I need to animate the rotation. I tryed to set a new rotation ofter the “Move component to” but nothing changes.

It looks like you need to use a timeline with a LERP(Rotator) for this!

On the timeline have it have a float with a time of however long you are needing, and a value of 0 going to 1.

Then on the outside of that timeline use that output float for the ALPHA of a Lerp(Rotator). Then have that going to “Set Rotation” of whatever kind you need on the “Update” output of the timeline.

The lerp’s A and B points need to be current (set this before activating the timeline, or it can behave strangely) and the goal rotation.

Also please show your hierarchy? It sounds like maybe the engine mesh is set as the root?

1 Like

Thanks for your help.
I solved. It was an issue with elements in hierarchy. Making rotate a no main element of my actor blueprint it works.
My work is getting even more difficoult with this editor day by day.
Thank you again.

1 Like