Hi all, i’m trying to build a rotating mesh in unreal 4 I used a blueprint for this but it only worked 1 time trying to recreate it did not work.
I done get actor location 2x in my blueprint and manually rotating it but i want it to keep moving and after playing 1 time it did not work a second time and not able te make it again and get it working.
Can someone give an explanation about how you can make something rotate using blueprints?
It didn’t work only 1 time but a 2nd time and its not working if i remember correctly I added the static mesh in the blueprint and a add rotation and 2x get actor location and manually rotating 1.
Here we go. I knocked this up for you. It works perfectly. Again, it’s the exact same concept as the code.
If fCurrentRotation is less than 360, it increments it. It otherwise sets it to zero.
A rotator is then made from updated fCurrentRotation and applied to the object
you can ignore the fRotationVector variable, it didnt need that in the end.
Easy
P.S If you want to be able to adjust the speed that the object rotates, just figure out how to change the increment amount. At the moment it increments by 1.0f every frame. I’ll let you figure that one out on your own
If I spawn the blueprint class from that static mesh it is rotating sry I was using the static mesh, to texture that blueprint clas just press static mesh in the details panel.