Rotate timeline axis along with actor

I have a simple trap that shoots a spear up from the floor when the player runs over it, then retracts. It works great, except I want to be able to rotate it to make it shoot out of doorframes or walls, etc. Not just the floor.

The trap was designed with a Timeline node, Moving it up on the Z axis when triggered. The problem is, the timeline’s Z axis doesnt rotate with the blueprint asset. So if i rotate the trap 90 degrees to the right, the spears still move up (horizontally) this time) instead of to the right. Because the Z axis is still up, and that’s what the Timeline is set for.

Is there a way to have the Z axis in the blueprint asset rotate with the placement in the editor? Or at least adjust? I want the spears to shoot out towards the box collider, no matter which way I rotate the asset.

Here’s some screenshots (the get actor rotation was left over from something I tried)


If rather than changing the position of the actor itself you just change the position of the spikes component than when you rotate the actor in the game it should just work with whatever direction you face it.

What he is saying is, set relativeLocation of components not set actorLocation. I would add a scene component and then place the three spikes on it to only have to update one location. Then you can just set the relativeLocation of the sceneComponent. You will not need to set the initial location or add vectors anymore either. Anyway you place this object now it will work.