Player Rotation controlling another object's rotation

Newbie question: How do I set up a blueprint (either at level or character BP) to map a player controller’s rotational values to an object’s rotational values?

I’m using Mouse X and Mouse Y for the “Turn” and “LookUp” events as rotation.

Thanks in advance.

You can get the player rotation and feed it to another object. Probably what you’d do is make a blueprint with the object you want to rotate and set it up in there. On the Tick event, get the player character, get the rotation and then set that object’s rotation directly from that value. You can limit it to any one axis as well, if that’s what you want.

Got it - thank you! :slight_smile: