Is there a way to add rotating movement that only effects one component within a blueprint and not the whole actor?

I have a blueprint that requires more than one rotating component, and one component in particular must have the rotation speed up and slow down as called for, which eliminates a timeline node as a possibility as far as I know. I think adding a “rotating movement component” just does it for the entire blueprint as far as I can tell. What’s the proper way to accomplish this?

Use SetRelativeRotation and drag the Component Reference to the Target or use Rotating Movement Component

You can use the “set updated component” function to rotate a specific component.

111827-capture.png

10 Likes

Thanks this works but needs to be done in Begin Play instead of construction script.

Hmm, in C++ it worked in class constructor.