Problem with Setting Bone Rotation in a Blueprint

Hi, I am kind of a noob noob.
I appreciate every post,no matter whether helped or not.

I made a helicopter blueprint and added a “poseable skeletal mesh component” to hold the helicopter mesh.
I want to rotate the main propeller on the correct axis in blueprint ,but it doesn’t allow me to.



You really should create anim blueprint for this behavior would save you time and headaches also have you manually checked the skeleton and mesh that if you rotate that bone the blades move as it good be a bad hierarchy where the bones are right but not linked to the mesh correctly from bad import and so on

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Yes,but I am not good at setting up vehicle animation blueprint. And my need is simple (rotating one or two bone),so I thought I could avoid anim blueprint.

And I kind of solved the problem accidentally.


By getting the rotation before setting it.
I don’t really know why it works and why it’s Z axis.
But it worked for now…

Its likely that bone is rotated 90 degrees on the x or y so the z is facing on the y or x. As for why this works it will be down to how you were calling the play node and from experience a lerp const utilizing the tick may be better in this situation

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