I’m two weeks into UE4 and have really been absorbing as much as possible. Right now I’m working on learning adjusting rotation and location on objects in a devolpment/test map. The idea is to have panels where, on mouse click, one will slowly adjust location and the other slowly adjust rotation. I have both working using a timeline feeding into a vlerp, but one thing about this Blueprint is throwing me off…
On location adjustment, I’m forced to use a “Set Relative Location” whereas my rotation function only works with “Set Actor Relative Rotation”. The two actor blueprints are duplicates with minor tweaks made to set location vs. rotation. When I use “Set Actor Relative Location” instead of just “Set Relative Location”, the panel instantly appears to disappear on mouse click.
I’m hoping to understand this issue better - why must I use “Set Actor” on one blueprint for setting location while I can use “Set Relative” on another blueprint (duplicate) for setting rotation? Again, when I replace “Set Relative” with “Set Actor”, the panel seems to instantly disappear. I’m sure it’s not disappearing but only appears this way, and hoping to better understand the mechanics behind this function.