# Prevent Actors rotation

**URL:** <https://forums.unrealengine.com/t/prevent-actors-rotation/303349>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [January 8, 2015, 10:15am UTC](https://forums.unrealengine.com/t/prevent-actors-rotation/303349 "2015-01-08T10:15:18Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![vle07](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@vle07](https://forums.unrealengine.com/u/vle07)\
**Post date:** [April 5, 2016, 4:51am UTC](https://forums.unrealengine.com/t/prevent-actors-rotation/303349/3 "2016-04-05T04:51:23Z")

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I know this is an old question, but I’m going to add some updated info for those who need it, since the physx header files above are no longer correct (at least they didn’t work for me). The header files you actually need now are:

#include “PhysXIncludes.h”  
#include “PhysicsPublic.h”  
#include “PhysXPublic.h”

You also need to edit your Build.cs file to include Physx and APEX, as in:

PublicDependencyModuleNames.AddRange(new string[] { “Core”, “CoreUObject”, “Engine”, “InputCore”, “PhysX”, “APEX” });

Further information on getting physx code to work can be found at these links:

> **[fatal error C1083: Cannot open include file: 'Px.h'](https://forums.unrealengine.com/showthread.php?91970-fatal-error-C1083-Cannot-open-include-file-Px-h)**
>
> I would like to do a basic actor that would spawn a rigid body. So I just added #include “PhysXIncludes.h” to the basic starter actor templates. Compilation returns me the following error : Error G:\\placeholdername\\Unreal\_Engine\\Epic...

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

It took me several days to figure this out, so hopefully I can save someone the future trouble. Setting the inertia to zero works great, by the way.

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