Actor Forward vector not working properly

I’m creating a 2d fighting game and I’m stuck on why I’m getting different values from different blueprints for my actor’s forward vector. When I print my actor’s forward vector from the actual character blueprint event graph I get what is expected, which is a positive forward vector in the x (+1.0) when facing my opponent on the left side and negative forward vector when turning to face my opponent from the right side (-1.0). However, when trying to grab that same forward vector and print the results from my animation blueprint which is attached to my character blueprint, I only ever get a positive forward vector value in the x (+1.0) and never a negative value when I turn to face my opponent from behind him (on the right side of him). I don’t know why I’m getting two different results for my forward vector every frame. Here is my Animation blueprint code:

Here is my 2d game with the output of the string shown on the left of the screen every frame. If you can’t read it is says x is +1.0 which is correct as my character is facing forward in the positive x direction:

However, when I’m on the other side facing in the negative x direction, the animation blueprint still outputs a +1.0 forward vector which is not correct:

i tried getting actor forward vector in an anim blueprint, but i don’t get the problem you are seeing.

maybe you are rotating the skeletal mesh instead of the actor? because get ActorForwardVector only cares about the root component capsule’s rotation, and it won’t change if you rotate its children.

Well here’s how I’m rotating my character in the Character blueprint:

This is in a LockOn function which gets called when I hit the lock on input button (this is how I get my character to face the opponent). Again though, when I print the actor forward vector from here, I get the correct forward vector for the actor. Could my problem have something to do with the mesh itself? It’s one of adobe’s mixamo mesh and animations.

UPDATE: This is not the problem as I have tried multiple different meshes and the same problem persists.

Hi Boagz,

I see you have a post on this subject already here:

Please continue the conversation there. I am closing this thread as a duplicate.