I’m trying to rotate the object that a top down camera is attached to so that when one key is held down it rotates one way and when a different key is held it rotates the other way. I’ve managed to get the rotation to occur when the either of the keys are pressed but the rotation only occurs once instead of continuously and when the key is released the rotation is reset
I had disconnected the event tick from the sequence because I thought that it might have been preventing it from working properly. The original problem occurs either way
The GetActorRotation returns the rotation of the root component of the actor, however the SetActorRotation sets the rotation of the actor, not the root component. So I guess you are never changing the rotation of the root component, and adding to it every frame, so the new rotation value essentially stays the same. Try to set and get the rotation of the root component directly instead of the actor. (If this is the problem, then these nodes are have a serious naming problem)
Following your advice I went to the Blueprint reference section of the documentation to find out what node would actually adjust the root component directly. This ended up being the SetActorRelativeRotation node. I tried this node and just about every other node that had something to do with rotation, but none of them fixed the issue
If you haven’t already, make a game mode with the Default Pawn Class set to your new pawn, and in the world settings change the GameMode Override to your new game mode.