In the sequencer, I rotate the actor, then want to animate the y axis but the y axis is always the same as before I rotated it. Is there a way to rotate the actor locally then translate based on that rotation? I’m trying the different additive, relative options, etc. but with no luck.
Sounds like you’re hitting something called “Gimbal Lock” - you can avoid that by using quarternions:
Can you make a little diagram? Certain possible in blueprint, but might be a bit of a pain in the sequencer.