My character goes to the location with any rotation I’m having, not rotating based on this the blueprints here in level blueprint. What am I doing wrong though?!
Various things a bit off
- With a timeline, you need to calculate locations and rotations BEFORE going into the timeline. You can’t sample during the TL
- The update pin of a TL triggers every frame. Do you really want to run this every frame?
Maybe you mean to connect that on the Finished pin.
- Depending on what kind of pawn / character you have, you almost certainly need to use something like this to rotate your character
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Sweet! I used a do once node, and replaced dis/enable input with ignore movement input. used set actor location for the pawn and a set control rotation for player controller and everything works nicely! also used target point actor rotation for the rotation. thank you!!
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