Unable to Get Child Actor Rotation

Let me preface this by saying that my issue is occuring during the creation of a mod for an Unreal 5.5 based game so some of the workings aren’t going to be the “best” method but are what I have to work with. I also cannot use standard debug messages or tools.

So onto the issue:

I am trying to rotate some targets which are ChildActorComponents so that they can move between a ‘down’ and an ‘up’ position using a Timeline. However, I’m unable to find the correct way to get or set the target rotations. This is what I have tried so far, all of which return zero values when I try to use them (resulting in facing the targets to world 0,0,0):

(The array is of Child Actor Component Object References)

Strangely, if I use the AddLocalRotation node, I can move the targets but it’s not perfect and I can’t use a rotation node to reset to perfectly upright or down positions because, again, it would just end up facing world 0,0,0.

Also, here is the hierarchy for the Blueprint that contains the Child Actors (“_Targets” being a SceneComponent):

If anyone has any ideas or insights that would be amazing, thanks!

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Is something setting the rotation inside the child actor? ( What are they? )

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The Child Actors are the targets themselves, they’re custom actors with different behaviour between types; but nothing that would rotate the whole actor, the only time any part would rotate is on receiving damage.

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If the whole child actor is rotating, then from your examples, 2 would be correct.

But, what if the blueprint these children are in is rotating the child actor components, regardless of whether they are actors or not. Then you might want to look at the relative rotation of the component itself.