Strange Pawn behaviour I dont understand

Hi there dear Unreal community!

I am currently working on spawning Pawn, which is a Rocket arm of my character (currently I just spawn a new pawn, I dont detach anything from my character). While this works fine, the behaviour of my rocketarm is a bit strange

When I start simulate and possess, my character looks into X direction, if I spawn my rocket now, it flies in X direction too (with about 10 units per tick, how i wanted it to be). If my character looks in Y direction, the rocket arm flies in negative y direction (much slower)
Looking at -X, Rocket fliest at X direction (much slower).
And if I look at -Y direction, my Rocket flies there too (much slower).

On top of that, in all cases my Capsule collider travels somewhere completely different, with a speed inbetween, and I dont see any patterns, it just randomly chooses one direction (which cant be, it just seems random to me)

I tried to get behind this for several hours, but I fear (since I am new to unreal), that one of my nodes is working differently than I expect it to or that there is some kind of known trick or trap for beginners.

If so, (or in any other case) I would highly appreciate your help. I tried to provide as much information as I could to make it as easy as possible! So sorry if it got too long

Hello ,

Looking over your logic, the main thing that stands out to me is the logic you have set up on Tick in your DetatchedRocketArm blueprint. Based off the logic there, it is only going to move forward if it’s facing X+. The best way to get the correct result would be to replace that Vector * Vector node with a Vector * Float node and then plug in 10 for the float. You’ll also want to replace the AddLocalOffset node with a AddWorldOffset node.

Hope this helps!

Thanks! I am always pleasantly surprised by how fast and on point the answers here are! Thanks, everything is working as I wanted it to <3 !