Hey, I’ve been playing around with actor rotation and I’ve hit a stump, I want to rotate the mesh based on whatever rotation the camera has, now I got this working on by rotating the capsule instead of the mesh, given how much blueprints I have, it’s going to be tedious to recalculate everything cause rotating the capsule will inevitably cause alot of vector issues. Rotating the mesh works but the mesh’s forward is now facing right, though the capsule remains correct, is there anyway to rotate the mesh and still preserve it’s forward vector?