Pawn moving on wrong axis

I’ve built a very small project that is meant to work like a RTS. I have a pawn with a camera that spawns in when the game starts. I’ve also hooked up some actions so that when the player hits A or D the pawn moves along the X axis. For some reason it looks like it’s moving along the Y axis though when I run the scenario. I’ve attached a video to show everything I have as I’m kind of stumped as to why I’m seeing this. Maybe my camera is pointing the wrong way? If so how do I adjust it so it’s pointing in an appropriate manner? I’ve tried changing the rotation Z axis on my spring arm to 90 and that gets the X axis stuff working correctly but the Y axis is then reversed. I’m sure I could fix this by changing my number to a negative but that feels incorrect.

Hello,

Have a look Enhanced Input under “Directional Input”. You spring arm rotation is fine. Have you tried rotating the actor in the level 90 degrees on Z axis?

That’s helpful. I was able to collapse down my code a bit and make it nicer but I’m still running into the same issue. When you say rotate the actor 90 degrees, do you mean in the scene when it gets loaded in or the spring arm/camera? The player start was defaulted to 180 degrees rotated on the scene. If I change that to 0 the W/D controls work correctly but the A/D controls are then backward even if the printed location looks correct.

Playing around with the objects in the scene might have given me a clue. I think I was going with the assumption that, assuming positive x is to the right, then positive y would be up in 2 dimensional space but it looks like positive y is actually down. I can’t seem to get into a scenario where both positive x is to the right and positive y is up.

With all honesty, the actor rotation shouldn’t matter. Have you setup your IMC just like in the documentation?

Make sure your Input Action (AI) is set to Axis 2D.