Player Controller Rotation Not Changing Character Rotation

I’m adding the tag bug report because I’m not sure if this may be a bug or not.

I have a character without any interesting modifications.

I’ve tried to change his rotation two ways:
First the preferable way in C++:

const auto LookDirection = FVector::FVector(GetInputAxisValue("LookForward"), GetInputAxisValue("LookRight"), 0.0f);
if (LookDirection.SizeSquared() > 0.1f)
{
	GetController()->SetControlRotation(LookDirection.Rotation());
}

And then in Blueprints:

Using both of these, I can see the PlayerController’s Z rotation changing.
From tutorials it seems that this should change the associated character’s rotation, but this isn’t the case.
Instead the character rotation stays the same.

Is this something that has changed in 4.12?
Perhaps a bug I’ve somehow triggered?
Is there another way to achieve the desired effect?

Thank you!

Would like to know this as well.

On your actor there’s a checkbox “Use Controller Pitch / Yaw / Roll” rotation. You have to turn this on before it works.

This worked for me, hopefully it will work for you too! Thanks for helping point me in the right direction with the question, I had the same question as well! In this example, I change my character to look at 90 degrees (the yaw).

It might be that you need “Get Player Controller” vs. “Get Controller”.