Where is ignore base rotation?

In UDK when you attached an actor to another you could check a little box (story of UDK) that said ignore base rotation. I want to do this, but cannot find where this setting is. Any ideas?

It’s part of character movement component

So is this just not a feature in UE4 or am I missing something obvious?

Ok but I want an actor in game to ignore base rotation of pawn I am attaching it to. I cannot use this in that instance, can I? I looked in level blueprint and cannot find a way to apply this value to a non-character actor. Unless I misunderstood where this variable is located.

Hey ClockworkDuck,

I just want to check to see how you’re attaching one Actor to another. Are you creating a Blueprint with two Actors as a component, or are you simply attaching one to other in your Scene Outliner?

If you’re doing it in Scene Outliner, you won’t be able to ignore base rotation. Your best bet is to create a Blueprint and bring your Actors in as components. Then you can reposition one in relation to other inside Components tab of Blueprint.

Hope that helps!

Since there will be only one in my level i was doing it through level blueprint because it seemed silly to make a class for it. Unless i am misunderstanding what you are saying. I got around it by updating per tick rotation of object to match that of player (i know that sounds weird). That way object does not seem to rotate as player does. Anyway thanks for help. I wish there was a node in level blueprint or a bool on attach node that would do this for us, but I was able to get around it.

To do it in Level Blueprint update target’s rotation by parent’s rotation. It makes target look like it stays at same rotation as parent moves around.

That was how to attach (or method i was using) and this is how I got it to “ignore” base rotation. You do not have to split it up like i did but i needed to be able to adjust yaw rotation value and have it stay consistent as object rotated.

This is an ugly fix to do this in scene outliner in your actor - but I just used this: you can add a target arm at length 0 and make components childs of that. Target arms have an “inherit rotation” checkbox. I find it very odd they wouldn’t have this on all, but yeah. This works fine, feels hacky tho.

Thanks jordylakiere, that does it! I had a collision mesh I wanted to stay upright when mesh moved around, and putting a spring arm between them and disabling inherit pitch/yaw/roll worked!

I don’t know if it matters but, if you have an actor that needs to be interpolated for rotation but not location, use an AttachToComponent node on event begin play within interpolated actors BP and set location to Snap to Target and Rotation to Keep Relative. You can then update rotation to whatever you want every tick. end result is actor staying in one location while having and updated rotation.