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:

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:

https://drive.google.com/open?id=0B2UlKqRHB4gHWlpJWTN2WXFYVGc

So how can I fix this?

Hi!

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…

Can a staff member look at this?

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

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.

Example:

Make it a great day

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

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

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.