Spring Arm Relative Rotation - functional with Pawn Control Rotation "off"

Hi Folks - This isn’t a question, but hopefully a useful FYI…

I’ve been working a lot with Spring Arm Components in the last couple of months… as you might know, Get Relative Rotation does not work, by design, on Spring Arms in 4.17 and 4.18. You can read the thread here with the official staff response by Epic’s Natalia here: Can't Get Relative Rotation of Spring Arm in 4.17 and 4.18 - Platform & Builds - Unreal Engine Forums

However, some good news! With “Use Pawn Control Rotation” on the Spring Arm turned off, I found that it is now possible to Get Relative Rotation. It is also possible to use Add Relative Rotation and Set Relative Rotation.

As Natalie says though, when “Use Pawn Control Rotation” is turned on, this setting completely (and instantly) overrides any relative rotation (it always remains 0,0,0 and it completely ignores any Add Relative Rotation or Set Relative Rotation instructions.

Anyway, I hope this useful :slight_smile:

I was working on something like this recently too, but i have “Use Pawn Control Rotation” turned on for the spring arm. I was able to modify its rotation by using the “Set Control Rotation Node”. I don;t know how proper it is to do things that way but it works. In my case i was setting the spring arm rotation to match the mesh rotation after the character used teleport item.

absolutely! I’ve been experimenting a bit with Set and Add Control Rotation too… I think it is totally fine to do it this way instead (maybe better even)

here is the latest… how to get the relative rotation of a Spring Arm component… it seems to work on all settings… can also use the root component transform and camera component rotation

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