# Set rotation affecting physics

**URL:** <https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666>\
**Category:** World Creation\
**Tags:** actor-component, rotation, scene-component, unreal-engine, Physics, Blueprint, question\
**Created:** [October 6, 2016, 9:45pm UTC](https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666 "2016-10-06T21:45:33Z")\
**Posts on this page:** 14\
**Page:** 1

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**Author:** ![kurosu143](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kurosu143](https://forums.unrealengine.com/u/kurosu143)\
**Post date:** [October 6, 2016, 9:45pm UTC](https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666/1 "2016-10-06T21:45:33Z")

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When using set rotation inside **scene or actor component bp** the target actor(with simulation on) physics is affected. Physics simulation like the gravity, or adding force seems to be stopped when the actor is rotating. Goes back after the rotation is finished.

Set rotation does work correctly when directly inside the actor bp. Also works properly when actor physics is off, while gravity is on.

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [October 7, 2016, 5:59pm UTC](https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666/2 "2016-10-07T17:59:28Z")

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Hi kurosu143,

I attempted to reproduce this but I haven’t had any luck. Could you provide a small test project that shows the issue?

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**Author:** ![kurosu143](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kurosu143](https://forums.unrealengine.com/u/kurosu143)\
**Post date:** [October 8, 2016, 1:13am UTC](https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666/3 "2016-10-08T01:13:47Z")

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link text

Here are the two BP, **pawn BP and scene component BP** , just connect one node vice versa.

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [October 10, 2016, 7:16pm UTC](https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666/4 "2016-10-10T19:16:42Z")

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Please bear with me if I’m misunderstanding, but this is the results I get with either node plugged in.

![110317-physicsrotate01.gif](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/8/d/b8d9acc600f8f503afe3e84dacb88e84ad1d29ae.gif)

Is it possible this is confined to your project? Have you tried reproducing it in a new project?

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**Author:** ![kurosu143](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kurosu143](https://forums.unrealengine.com/u/kurosu143)\
**Post date:** [October 11, 2016, 4:34am UTC](https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666/5 "2016-10-11T04:34:42Z")

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I created it in a blank project.

I’m not sure if that is a 60 fps gif. So are you getting **continuous or laggy** fall from both bp?

Mine gets a laggy fall from component, and continuous fall from actor.

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**Author:** ![kurosu143](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kurosu143](https://forums.unrealengine.com/u/kurosu143)\
**Post date:** [October 11, 2016, 5:01am UTC](https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666/6 "2016-10-11T05:01:11Z")

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It gets worse if you add any function(like print string) before the set actor rotation in the component bp. The physics just stops.

![110357-componentsetrotwithprintstring.gif](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/e/0/ce082eaa586249591bdb06893324027ef9ad0b3a.gif)

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [October 11, 2016, 6:54pm UTC](https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666/7 "2016-10-11T18:54:07Z")

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No, there isn’t any sort of lagging on my end. Also, adding the function (print string) before the SetActorRotation doesn’t seem to effect anything either.

Can you create a blank project that shows the issue and upload it here? Something that all I would need to do is press Play/Simulate to see what you are seeing.

I’m wondering if what you are seeing could be hardware related because Tick is directly related to FPS. Could you also include your Dxdiag info? If you are on Windows, just go to the Start menu and type ‘dxdiag’ into the search bar. Open the file and then click ‘Save All Information’. Post that text file here.

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**Author:** ![kurosu143](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kurosu143](https://forums.unrealengine.com/u/kurosu143)\
**Post date:** [October 11, 2016, 9:42pm UTC](https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666/8 "2016-10-11T21:42:52Z")

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link text

I also tried it on 4.12 and it happens there too.

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<div class="post-metadata">

**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [October 12, 2016, 7:56pm UTC](https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666/9 "2016-10-12T19:56:30Z")

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Ahh, okay. I see what you are talking about now. The project I had added your assets to had Substepping turned on from a previous test for something else. That was adjusting for the lag.

I’m still investigating this and I’ll post back here when I have additional info.

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [October 13, 2016, 4:21pm UTC](https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666/10 "2016-10-13T16:21:06Z")

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Hi kurosu143,

I created [JIRA UE-37270](https://issues.unrealengine.com/issue/UE-37270) for the issue. We will be investigating further. You can follow that link to the Public Tracker so monitor it’s status and feel free to vote on the issue.

As a workaround, you could do what I was unintentionally doing when I was first testing and that’s to turn Sub-stepping on. You will have to play around with the values to see what works for you.

Another option would be to not place the rotation functionality inside of a SceneComponent class. The issues doesn’t seem to be a problem in an Actor class blueprint.

Cheers,

TJ

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**Author:** ![Sharezar](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sharezar](https://forums.unrealengine.com/u/Sharezar)\
**Post date:** [July 31, 2024, 8:21pm UTC](https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666/11 "2024-07-31T20:21:41Z")

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Was there a regression on this? I am seeing similar behavior in 5.4 where calling SetActorRotation seems to prevent physics from ticking on that actor for that frame.

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**Author:** ![Sharezar](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sharezar](https://forums.unrealengine.com/u/Sharezar)\
**Post date:** [August 1, 2024, 4:35pm UTC](https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666/12 "2024-08-01T16:35:32Z")

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Looking at the code, it looks like SetWorldRotation is internally calling SetRelativeLocationAndRotation and passing the current location in for the location component, which I assume is overriding any physics-based translation that is supposed to happen during that frame?

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<div class="post-metadata">

**Author:** ![Sharezar](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sharezar](https://forums.unrealengine.com/u/Sharezar)\
**Post date:** [August 1, 2024, 11:08pm UTC](https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666/13 "2024-08-01T23:08:23Z")

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I have isolated this issue to the Async Physics Tick option. It behaves correctly with this option off.

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**Author:** ![ab6240](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ab6240](https://forums.unrealengine.com/u/ab6240)\
**Post date:** [January 15, 2026, 6:54pm UTC](https://forums.unrealengine.com/t/set-rotation-affecting-physics/372666/14 "2026-01-15T18:54:05Z")

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I’m working exclusively with Async Physics and can’t untick it, does this just mean I’m just completely locked out from adding or setting rotation?
