SetActorTransform not using Rotation Vector

I am using saved variables to move the character back to where they were. In transforming, I am aware that there is a rotation vector already built into the transform. What I am confused with is that the location of the character is saved and executed, but the rotation is not used at all.

I took the advice of a previous post by changing the level blueprint to this:


This still is not working. Any ideas? I am using a heavily modified FirstPersonCharacter and the saving/save execution code is done through the player controller.


Why are you changing the actor rotation after setting the transform (which apparently already has the rotation) and why are you doing both those thing with the same reference as a different class?

The SetActorTransform while containing the rotation vector doesn’t actually rotate the character. It from a different class because I am reading it from save data in the player controller.