You can set it directly:
It’s a rotator that other entities (generally pawns) can utilise:
Here’s a crude example:
- I am forcing control rotation to be this:
But I am also telling the pawn they do not need to use it. This allows me to rotate the pawn despite of what the Player Controller’s Control Rotation suggests.
- the behaviour if we do inherit:
Even if I wanted to rotate the Pawn, I no longer can - it’s now using Control Rotation.
What actually rotates the Pawn in the first example is this:
This is what @jwatte was referring to. And there is also a setting on the spring arm that allows it to mimick what the pawn is already doing.