Auto run character will only run forward along X axis. How can I make him run around 360 degrees

Version used 4.9.2

I’m creating a 3rd person character game. The character will run automatically in the final game. When a manual character movement blue print is used using keyboard input the character moves back, forth, left and right but it strafes side to side rather than turning to face the direction of travel. When a tick event is used to automatically move the character it will move forward and strafe left and right but wont move backwards or turn and face the direction of travel, again only strafing left and right. Can some please help make the character turn and face the correct direction when running I’ve attached a copy of the character movement blue print.

I think the problem is when you feed the results of Get Control Rotation into the tick function. I think that’s what’s forcing your character to always look forward.

When you’re ticking you should be using the forward vector of the player. A setup like this might work maybe?

Thanks for you help. The character now faces the direction of travel. Just before you responded I discovered I needed to untick the “Use Controller Rotation Yaw” check button. However he still only moves forward left and right along the X axis. I can’t make him turn round and run towards me when using the tick function only with keyboard or thumbstick input. I’ve tried the blue print you sent and a couple of variations but no luck.

What does your BP look like now? In your original picture I don’t see any input handling for when somebody tries to move forward or backward.

OK, this time I tried something different and did some testing using the third person template.

Some things I did was I switched from input axis to input actions because the constant 0’s from the axis values were messing some of the calculations up. That means I had to make 4 input actions, forward, back, right, left. The tick function simply checks the forward vector of the player and moves it in that direction. The giant cluster of input actions orient the player in the correct direction. I’m breaking the rotation and remaking it again because occasionally the player would get flipped upside down, not 100% on the reason for this, but breaking the rotation and remaking it with 0’s in the pitch and roll fixed it. There’s probably a better way to go about doing this, but this is all I could quickly whip up that works. Again, this uses input actions instead, so if you must have input axis for your game this might not be the solution.

It works great!! Thank you so much