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!