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Move component to rotation not working

In 4.12.5 this worked fine, in 4.13 and 4.13.1 it doesn't work.

Here is what I have:

alt text alt text alt text

The ventilator in this blueprint should rotate 360 degrees and then start over, the problem is is that it doesn't move at all.

Here is an example project:


So how can I fix this?

Product Version: UE 4.13
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asked Oct 02 '16 at 04:09 PM in Bug Reports

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avatar image mikeyj21 Oct 08 '16 at 08:39 PM


Just wanted to say that I also experience this.... I used Move Component To in a 4.12 project, and it no longer works in 4.13... I used it to spin a chamber in a a gun barrel after reloading, and now it moves only a few degrees regardless of the rotation requested...

avatar image MrGoatsy Oct 23 '16 at 12:01 PM

Can a staff member look at this?

avatar image Stephen Ellis ♦♦ STAFF Nov 21 '16 at 02:59 PM

I have moved this into the 'Bug Reports' section so support staff can see it and follow up. Cheers

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Hello MrGoatsy,

After running a few tests, it appears that this is working as intended. The node shown above will (for the most part) take the shortest path by default. This means that if you set the relative rotation to 360 then the shortest path from 0 is to not move at all. If you place a number such as 180, you should see the component start to spin. I have provided an example below that continually rotates a static mesh over 2 seconds. I hope that this information helps.


alt text

Make it a great day

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answered Nov 22 '16 at 07:38 PM

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Rudy Q ♦♦ STAFF
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avatar image MrGoatsy Nov 23 '16 at 05:16 PM

But why did the project I attached work in 4.12.5 and not in later versions?

avatar image Rudy Q ♦♦ STAFF Nov 28 '16 at 03:54 PM

I believe that the functionality changes that you are seeing are due to changes made to the movement component in 4.13 through a pull request (linked below).

Link: https://github.com/EpicGames/UnrealEngine/pull/2483

avatar image cubbie Dec 02 '16 at 06:07 PM

Having the same issue as MrGoatsy. The workaround to use two Move Component To's will work, but if the default function is to take the shortest rotation path then the attribute "Force Shortest Rotation Path" loses its value. I think we've lost functionality in favor another instead of gaining here.

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