Accessing and setting door rotation

AActor* Owner = GetOwner();
FRotator OwnerRot = Owner->GetActorRotation();
OwnerRot.Yaw = -60;
Owner->SetActorRotation(OwnerRot);
UE_LOG(LogTemp, Warning, TEXT("Door rotation is %s"), *OwnerRot.ToString());

My experience with Blueprints helped my to know what functions I needed :slight_smile:

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