I have a pawn actor that has a mesh component separated from the collision component because i want it to look like its flying. It is meant to shoot at the player. There is a photo of the pawn below. However set focus makes it so that if you get to close to it, it will start to rotate and turn itself horizontal. As you can see in the photo below it has turned horizontally, instead of being right side up. Is there a way to avoid this problem?
I’m guessing you used the actor’s coordinates as a starting point when find look at rotation, but you needed to use mesh coordinates.
With the default AIController and Pawn settings, my collision capsule (RootComponent) only rotates around the Z axis (Yaw).
Call GetControlRotation on EventTick in AIController, what result do you see? In my case the Pitch and Roll values are 0, only Yaw changes.
P.S. And by the way, why don’t you make a Pawn who actually flies?