Rotating character 90 degree using blueprint


So as the title says what I’m trying to do is rotate the character 90 degrees when a button on the HUD is pressed.

What I’ve got so far is two buttons (Left and Right) and when one of the buttons is pressed the character rotates continuously but this isn’t what I want.
This is my current Blueprint:

Any one got any ideas?


When “Turn Right” or “Turn Left” return a isTrue then tick will just fire through, which will just continue to rotate till something sets it back to isNotTrue. If it was me and I wanted to use event tick I would probably set up a gate, but for something like this a Timeline would probably suit you better. Whats the HUD logic look like?

Hey. This is is my HUD BP.


I’ll Check the time line option out. But first I’m going to try a delay which makes the bool false after a period of time. Although I know this isn’t practical as I’d need to find the exact time which stops the character at 90 degrees.

Why don’t you store the rotation at the beginning then have a break out of the rotation when the desired angle is reached?

What I’ve done so far seems to be working fine.
I want to have the character play a turning animation at the same time but for some reason what ever I do to try and implement this the animation always plays after the rotation has happened where as I want the animation to play at the same time.
This is the current BP:

Theres probably an easy fix, I’m just not sure what it is :stuck_out_tongue:

Maybe this will help with the rotation: [Open Beta] Procedural On-the-Fly Animation in UE4: iTween! - Blueprint Visual Scripting - Unreal Engine Forums!