Set actor rotation not working after set simulate physics

I have a blueprint that turns on physics and then turns it off after some other events and then it’s supposed to set the actor rotation on a timeline. I tested the rotation part just on event begin to play and it worked but after turning on and off physics it doesn’t work even though the execution flow shows it’s going through.


Hey @_e_92 !

May I ask why are you turning off physics? If it is to avoid collisions you can set the collision channel to ignore all or NoCollision.

I don’t know if turning off/on physics on runtime for an actor actually works as you intend.

EDIT: Looks like turning on physics on an actor detaches the components from the Root, that could explain as to why it isn’t rotating

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I’m turning it off because I want to have this enemy spawn by dropping out of a hole and then have the animation take over after that. ah okay that makes sense, I’ll see if I can find a work around

I set the world rotation of the actual physics actor instead of the whole scene root and that worked

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