Preventing AI-controller component from inheriting possessed character's rotation

Hi there,

I have an AI-driven character that moves around the world by following a spline. The spline is generated at runtime from data provided by the built-in pathfinding system. I would like to avoid having the spline be contained within a separate actor, so right now the spline is a component in the AI-controller blueprint. When I tell the character to update its position along the spline over time, everything works as intended. But when I ask the character to also orient its rotation along with the spline, the spline in the AI-controller is rotated along with the character. So it seems like the AI-controller inherits rotation, but not location from the character that it possesses.

So my question is if there’s any way to break or circumvent the rotation inheritance between the character and the AI-controller? Or perhaps a suggestion on how this can be solved without each character needing an additional actor placed in the world that contains its path spline.

I managed to work around this issue by using Add Spline Component in the Construction script of the AI-controller instead of adding it as a component in the Component list. In the Add Spline Component box I checked the Manual attachment, so that it won’t update its rotation when the AI-controller is rotated by the Character.