Rotating child object changes parent object rotation

Which is odd, since I thought it was the other way around (child object’s rotation/location changes with the parent object, but moving the child object around shouldn’t affect the parent).

Basically, I have a floating textbox (a 3D widget) above a character’s head that always faces the player character (using set world rotation for the textbox component). The problem I’m having is that this seems to be affecting the actual character’s rotation. This character can move to the player’s location when the player pings them. Without the set rotation call, it works just fine. However, once I set the textbox’s rotation to face the player, when I try to ping the character she runs off in a different direction.

Also, I’m not sure if it makes a difference, but the widget is a child of a cube, which is a child of the character. The reason is that was the only way I got it to rotate properly. I rotate the cube with the set world rotation.

I think what’s happening is that, since each tick the textbox rotates to face the player, the character begins to move towards the ping location but then in the next tick the textbox’s rotation somehow changes her orientation and she walks in the wrong direction.

The odd part is, she doesn’t actually rotate physically. If I hadn’t tried to make her move, you can’t tell that anything’s wrong. The textbox rotates just fine and the character herself stays where she is (doesn’t rotate with the textbox).

Here’s the part where I set the textbox rotation:

I don’t know if anyone else has ever run into the problem. Essentially I’m trying to rotate a child object independently of the parent object. The only reason I made it a child is so that it moves along with the character as she walks.

Worst comes to worst, I’ll just make it so when the character is talking, she can’t move. And when she starts moving, I disable the textbox, but I’d rather not.

EDIT: Never mind, found the problem. It was completely unrelated to this.

Ok, I found my issue and it was actually faulty logic in the Behavior Tree that I forgot I had edited right before I added this widget. WHOOPS