SetActorRotation / SetActorLocationandRotation issue

I’m doing a turn based game where the player uses WASD to move; and Q/E to turn left and right respectively.

I’m using a blueprint for key press Q or E to have the character “look” 90 degrees left or right but when I have the player selected in the inspect in game mode and I press the key nothing happens to the expected rotation value … other than a odd jittery small movement of the z axes (the roll?) but in this case I’m trying to adjust the Yaw value as you see in the attached image.

I’m attaching a sample of the Q to look left , in this case I get the actor’s current rotation , break it apart so I can add the yaw 90 degrees and then make a new rotation and then pass it to the setactorlocationandrotation (I’ve also tried setactorrotation)

I wonder if something is not working right especially given this bug that was posted not long ago:

Interestingly enough though; I don’t exactly have that issue? I wonder if they fixed the visual component but something in the method source is wrong? I’m new at UE4 so I’m probably doing something wrong :slight_smile:

I also noticed another person having a similar issue in C++ and posted my findings there as a comment; but since my issue is potentially really blueprint specific I wanted a separate thread for it.

I’m speculating here, but since you’re rotating the actor around the y instead of the z axis, there is a chance that the actor is indeed rotating, however the camera is not. Can you try a z-axis version to rule this possibility out?

Alperenakyuz - I tried all 3 axises this evening and none work as one would expect.

One thing that is interesting is these are expressed in Yaw, Pitch, and Roll yet when you inspect the player in the game it shows the rotation as X,Y,Z …

But i noticed tonight if you mouse-over it shows which is pitch, yaw, and roll in the mouseover - I had not seen that before.

At this point I think I’ll just try writing it in C++ because none of the rotations work for me and at least in C++ I can pause in debug mode and inspect my variables .

Tired after a long day of work so I’ll hopefully try that tomorrow.

fyi: you can add break points in blueprints event graphs to pause the process and debug.

I have yhe EXACT same BP setup and am suffering the same problem. If anyone knoed whats wrong id love the insight as well.

I am having the same issue. I have tried C++ version and blueprint version. Also I tried changing the yaw value of my character during runtime in the editor. It turns the character to the desired angle briefly and resets into my original direction. I desperately need a solution for this. It is ruining a lot of my gameplay features.