Hey guys,
So this one may seem a little strange, but I have a situation where my character hits a trigger box and is teleported and rotated. However, the character needs to be able to run straight through without a hitch. The environment will change around him but the movement should be seamless. This works if the player doesn’t rotate, but if they rotate 180 degrees, they stop moving for a second before continuing to run. If they rotate less than that, they get shifted to the left or right by a few units while they run. Can anyone help with this bizarre problem? Thank you.
Hey there @dudebat923! So if I understand this correctly, you teleport your player to a specific position, but don’t want it’s rotation to shift. You want them to just run and continue running the way they went in to the teleporting volume out of the other side, is that correct?
If so, this should do the trick, with a little modification.

If I misunderstood what you were going for, let me know! Hope this helps!
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Good evening,
Sorry for the late reply. The player does need to rotate. The problem is that when they rotate, they don’t want to move properly. The player needs to keep moving like they do in your video while also being rotated by X degrees when they teleport. Does that make sense?
Ahhhh in my example I modified it to set the rotation to (0,0,0) the only delay or weirdness is just that camera stays in the correct angle, which has a bit of turning around. Only way to correct that would be to have the camera rotate to the same relative position when they come out of the teleporter.

I can’t tell what you’re doing. In the link you sent and in the gif, it looks like you’re just setting the player’s location.
Here is what I’m talking about. When I teleport (or hit G in this case) the player rotates by 180 degrees. She is supposed to keep running, but notice how she stops for a second when she rotates

I figured it out. You have to rotate the velocity from the character movement. Here’s a screenshot in case anyone ever has this problem:
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