Weird behavior after detaching pawn from another actor if said actor is upside down

Using UE 5.2.1.
Right now, if I flip my character upside down, it will go forward and backward with no issues, but it is veeeeeery slow going left and right. And it’s okay, I don’t really have this use case, or I’ll see it later.

However, I have a vehicle system in place where I attach my character to a vehicle. It works great, however if the vehicle is totally flipped and the character exits, it then behaves exactly as if the character was still upside down.

I’ve checked the mesh and capsule component rotation and it’s all fine.
I’ve tried setting the World Rotation manually with no success either.

What’s even weirder is that I do not have that issue on a Client, only on a Listen Server.

This is how I detach from the vehicle :


This bit is what’s called on the character pawn after the interface is called on the last bit

Any clue appreciated.

Well turns out adding Set Control Rotation fixes the issue
image

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