Problem with 2D sprites "moonwalking" in a 3D project.

I know this is a normal behavior for 2D animations in a 3D environment, but I would like to make my sprites always facing the forward direction also if I change perspective on them (like if I look at them frontal or lateral) in such a way to avoid moonwalking behavior.

I tried solutions by adding 180 degrees in Yaw rotator with no luck.

P.S. Sprites ALWAYS face the camera.

P.S.S. Unfortunately I cannot attach videos of the issue :face_with_steam_from_nose:

You’re seeing moonwalking because the sprite is fully billboarding to the camera, so its facing is driven by the view instead of its movement. Rotate the sprite to face direction of motion: turn off full camera-facing mode on the Paper2D component (or switch to camera-facing “yaw only” with world up axis locked), then drive the yaw of the sprite from velocity each frame—e.g., get the actor’s Velocity, construct a rot from that vector (or find-look-at to Location + Velocity), zero out pitch/roll, and set the sprite/actor rotation; alternatively, if you have a Character, turn on “Orient Rotation to Movement” and turn off “Use Controller Desired Rotation.” For left/right reuse of same frames, simply flip the sprite’s X scale when velocity.x is negative. This keeps the sprite in view to camera while its forward is always kept matching movement, eliminating the moonwalk effect.