# Top Down Directional Movment

**URL:** <https://forums.unrealengine.com/t/top-down-directional-movment/486377>\
**Category:** Character & Animation\
**Tags:** player-rotation, unreal-engine, question\
**Created:** [July 19, 2021, 5:48am UTC](https://forums.unrealengine.com/t/top-down-directional-movment/486377 "2021-07-19T05:48:07Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![DaddysBestSwimr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DaddysBestSwimr](https://forums.unrealengine.com/u/DaddysBestSwimr)\
**Post date:** [July 19, 2021, 5:48am UTC](https://forums.unrealengine.com/t/top-down-directional-movment/486377/1 "2021-07-19T05:48:07Z")

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Currently I am trying to make a top-down shooter where the camera rotates with the player and always moves forward in the direction they are looking. Currently I have it working to they do move in the intended way. However, when it comes to rotating my character there is intense snapping/rotation of the player causing an unpredictable and unsmooth transaction getting them to rotate. I know this can be an easy fix, but after hours on searching and not coming to a solution, I am tired of guess work.

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**Author:** ![araz01](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/araz01/32/1028814_2.png) [@araz01](https://forums.unrealengine.com/u/araz01)\
**Post date:** [December 1, 2021, 10:17pm UTC](https://forums.unrealengine.com/t/top-down-directional-movment/486377/2 "2021-12-01T22:17:23Z")

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Yeah, We Need More Clarity, But No One Speaks, Engineers Must Help

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**Author:** ![Eslake](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Eslake](https://forums.unrealengine.com/u/Eslake)\
**Post date:** [December 2, 2021, 5:17am UTC](https://forums.unrealengine.com/t/top-down-directional-movment/486377/3 "2021-12-02T05:17:41Z")

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Is this character usi8ng a “character” class blueprint included with the engine/

If so, filter for “Character Movement (Rotation” and you’ll get the solution to fast turning.  
The vector lets you change how quickly the figure turns.  
The pre-loaded 300s value is sluggish for a Humanoid(450ish) and fast for a tank(200ish).

As to weapons following a different rotation, that’s easy enough but you need to make them a component rather than part of the mesh of the character. (or you have to do it with joint-driven animation which is , TBH, far more complicated than its worth)

– Edited to add…  
You can access the rotation rate inside the character blueprint.  
Drag in the movement component and drag out Rotation Rate.  
The Z axis is typically what you want to adjust.

![353374-rotspeeds.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/7/f/27ffccff0587c0ed07482b855d6f59496416ca4c.png)
