Rotating Movement added to BP instances not working in a level opened at runtime

Hello Muyi,

I was unable to reproduce this issue on our end. I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end (including any small steps that may have been left out of your original post)?
  3. Could you provide screen shots of any settings/blueprints that may be involved with this issue?

Hello Muyi,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,

Bug Description:

  1. RM works well on Static Mesh Actors placed in a level, whether as startup map or loaded on the fly.
  2. RM works well on user created BPs when it is added to the BP TEMPLATE itself.
  3. RM added to BP INSTANCES placed in a level only works when the level is played as an entry map.

Steps to Reproduce:

  1. Create two maps A & B.
  2. Create a Blueprint with visible components, and place one instance in each map.
  3. Add a Rotating Movement Component to each instance.
  4. Place a command in map A to open map B.
  5. Run from map A and fire the open level command.

Result:
Only the BP instance in map A rotates.

This problem is still present in 4.27. Although it seems to work fine in PIE, it plays up in Standalone or packaged build. In fact, it not only stops rotating, but will then begin rotating on a different axis even though that axis (z) has a Zero value.
For me though, it doesn’t matter if the level is loaded straight in or loaded in sometime after begin play.