Pawn Movement

Hi, if I create a character blueprint, in the character movement component there is the “Orient Rotation to Movement” option. I didn’t find the same option in the pawn blueprint. Someone could say me if there is a way to enable this options in the pawn blueprint or if I have to set the rotation by blueprint? Thanks in advance!

… only the Character class (a specialized subclass of Pawn class) has the Orient Rotation to Movement option, and a bunch of other useful functionality (but certain limitations too)

Yep, you’ll need to set the rotation in BP :slight_smile:

your welcome! just post here if you’d like a hand (hint… maybe use Get Velocity node)

I got it, thank you so much!!

Thank you for availability. I have another question… I’m trying to set the movement of a spaceship. Also in this case I used the Pawn class. For the input of the spaceship I created a blueprint similar to the one I found in the Content Example project. In this blueprint there is a sequence the allow to change the spaceship yaw rotation to match the camera rotation. I tried to replicate this part of blueprint but I have a problem: if I rotate the camera the spaceship undergoes a rotation but if I stop moving the camera the spaceship doesn’t match the final position of the camera and continue to rotate. I attach a screenshot of my blueprint to help you to better understand. What did I do wrong? Can you help me please? Thanks!

… hi again Jack, I think it is your pawn control settings… just double check by clicking above the root of your base character and make sure that your control settings match the Content Example project

myPawnClass (self) > Pawn > Use Controller Rotation Pitch / Yaw / Roll

(also, for good measure, just double check that your Spring Arm settings and if there is a Pawn movement component… there might be, I always use the Character class… also match the Content Example

if the issue isn’t resolved, just hop back here :slight_smile:

Hi, I already checked many times the settings of the Class Default and the settings of other components of both blueprints but I’ve not found no difference between these. I also tried to replace the mesh of the Content Example project with the mesh of my spaceship to check if the problem is of my mesh but the blueprint works anyway so the mesh have no problems… I really can’t understand what I did wrong. Let me know if you have some idea, please. Thank you so much!

sorry Jack… if your settings are identical, and your BP code is identical… I honestly can’t think of a logical why… it must be something, but it seems to be something small and easily missed

Don’t worry, thank you anyway! I solved this problem changing the movement system. But now I have another question… I’m trying to add a part of blueprint related to the Event Hit… I’d like to set a variable that should outputs the movement speed of the spaceship end then with the Branch node I’d like to set two different event based on the movement speed… For example: if the spaceship hits an object with a speed greater then 10000 it will be destroyed and it will generate an explosion particle… But if the speed is lower nothing will happen. I already set the part of the blueprint related with the actor destruction and particle spawn but I don’t understand how to set the variable of the speed… I hop I was clear… Can you help me please? Thanks!

I’d suggest using the Get Velocity node (outputs a vector) and from this output use a Get Vector Length node (a float value in cm per second) tie the float result into a > Branch when true fires your event

I got it, it works! Thank you so much!