How to set my pawn horizontally to the world?

Hello,
i have a function where i stop my plane in the air and i don’t want to stop it and leave it upside down, how can i set the plane horizontally to the world?

I tried it with “Add Actor World Rotation” but it has also “Delta rotation”.

You can SetActor(or component)Rotation - that will snap it to target rotation. Or am I misunderstanding something?

It looks like this when i stop my plane:

and i want to make it look like this:

(If you may wonder "you just did it in the second screenshot, yeah because i was flying around nd set the plane like this just for the screenshot to show what my goal is.)

What is stopping you from resetting the mesh’s local rotation and rotation and (optionally) doing the same for the actor?

Perhaps the rotation and location are being overridden on Tick or by on Input Event?

how about a basic interp rotation. then you would just need to have some condition that tells the script to run. i provided and example below where the condition is the players velocity being less than 5. if that condition is met then the rotation interps to 0. so basically as long as your moving the rotation isnt changed. you could use this same idea but base it off your input and a retriggerable delay for example. in that case it would be like on input released → retriggerable delay (2 sec) → interp rot. in this case if the player didnt press another button within two seconds then the rotation would begin to change.

Okay i got it, i did it bit different. I have already a function called “Plane Mesh Movement” that only moves the Plane Mesh around. I was disabling it on the bool “Plane Stopped moving?(if true)” i set the variables on “True” using finterp. So when the plane stops it doesn’t just freeze but it set itself to 0.