[MENTION=250146]SpineRazor[/MENTION]: When you use the SetActorRotation node with target set to self you are attempting to rotate the actor whose event graph you have placed it in. If you use it as you have pictured in the player controller you will attempt to rotate the player controller, which does not really make sense. You must either get a reference to the unit you are trying to rotate and plug it into where it now says "self" or you must use the node within the unit blueprint itself. For example inside of the End Movement and Update Arrays comment box in the Event Graph of Unit.
[MENTION=49487]Mewbits[/MENTION]: I'm not exactly sure what you mean when you say that movement cost is set to 0. Do you mean the move variable of unit, perhaps? Move cost should always be higher than 0 if your unit is moving at all. Do you mean when the unit is attacking an adjacent unit?
[MENTION=49487]Mewbits[/MENTION]: I'm not exactly sure what you mean when you say that movement cost is set to 0. Do you mean the move variable of unit, perhaps? Move cost should always be higher than 0 if your unit is moving at all. Do you mean when the unit is attacking an adjacent unit?
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