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Cant get static mesh to rotate on a loop

Hi, I have a static mesh I would like to rotate. I have made a new blueprint, added the static mesh as a component and tried to make a timeline where the X axis will rotate. The default position of the static mesh is -60 degrees. I would like it to go to 60, and swing back and then the loop starts again. I will add a picture of the blueprint below, any help is appreciated

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Product Version: UE 4.12
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asked Apr 12 '17 at 12:27 AM in Blueprint Scripting

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WilliamD1995
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2 answers: sort voted first

this is how I would do what you are doing manually - also did you know there is a rotation component? perhaps you can tweak it to fit your needs

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answered Apr 12 '17 at 10:57 AM

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BPANDREW
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avatar image WilliamD1995 Apr 12 '17 at 06:25 PM

perfect thanks its working now

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which method were your trying? your update wire isnt connected to either rotation method.

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answered Apr 12 '17 at 12:30 AM

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BPANDREW
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avatar image WilliamD1995 Apr 12 '17 at 12:33 AM

oh sorry, connecting the update wire to either setRoation both does the same thing. It very quickly rotates to around 0 degrees, waits 5 seconds and very quickly goes back to -60 degrees and snaps to 0 degrees and then repeats

avatar image BPANDREW Apr 12 '17 at 12:54 AM

what I would do in that situation is make my curve not be 0 based, i would make it -45 and go to +45 (or subtract that value in my update)

I also would just use set actor rotation using my vector in my timeline, I'm not sure why you are doing all that extra work

avatar image WilliamD1995 Apr 12 '17 at 01:02 AM

im really new to unreal so im not sure either. I changed it so it starts from -60, goes to +60 and then back down to -60. When I run it, it looks like the object does a 360 spin in about 0.1 seconds, then just waits for 5 seconds and repeats

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