I am just talking for the actor example, The target of the addactorworldrotation is a actor, so if you are in the actor you want to move**, leave it as self**.
Did your project, fire at these events?
pulling out your window and keeping at the side of the game view, you should see the ropes , get the red , every time you click the Q , or E .
If it does not fire, he is not taking the input, so on the event begin , set up the EnableInput node , leave self and attach a get player controller 0
(or whatever playe
here a working one
Remember that you cant have multiple input enabled for the same controller,
you can only talk with one actor at time .
So put this in two actor, and just one will have the input!