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Strange SetRelativRotation behavior

Video: YouTube Link

I'm setting the relative rotation to 0,0,0 and then I attach it to a socket. But sometimes the rotation is different and I'm not sure why this is happening. Do anyone have a solution for this?

Product Version: UE 4.12
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asked Aug 30 '16 at 12:21 AM in Bug Reports

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Doktor.
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2 answers: sort voted first

Hi Doktor,

We have not heard from you in several days. I am marking this as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information.

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answered Sep 06 '16 at 01:25 PM

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Hey Doktor.

Relative rotation means you set the rotation relative to the parent, so what you see is the rotation relative to the socket is 0 but the socket is rotated! So your final rotation is the World rotation of your socket.
Try setting the World rotation to 0 after you attached it to your socket :)

Hope this helps :)
Elias

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answered Aug 30 '16 at 08:00 AM

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PasteDog
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avatar image Doktor. Aug 30 '16 at 09:06 AM

Sorry I think I didn't explained my problem enough. The rotation is correct sometimes, in the video u can see that the mannequins orientations is sometimes forwards and sometimes to the right, but only forwards is the correct orientation based on the socket.

avatar image PasteDog Aug 30 '16 at 09:26 AM

Could you paste a screenshot of your BP's?

avatar image Adam Davis STAFF Aug 30 '16 at 05:52 PM

Hi Doktor,

If you could, please post what steps you are taking to reproduce this on your end and/or screenshots of your blueprint event graph where you are setting the rotation. This should help clarify what is occurring.

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