I just finished watching section 1 and video 22 in Unreal Engine 5 C++ Developer: Learn C++ & Make Video Games.
The mentor Mr. Pattuzzi explained how to fire a projectile with blueprint as follows (except for the line joining Get Control Rotation and SpawnActor BP Projectile nodes that I intentionally removed).
In my mental model, when the projectile is just a sphere, spawning it with Spawn Transform Location suffices. We don’t need to specify Spawn Transform Rotation because no body can see the orientation of the spawned spherical projectile.
Still in my mental model, when a projectile is spawned, its initial velocity is zero. And if I apply an impulse in the forward direction of the player, the projectile will move in that direction regardless of the the spawning rotation.
Based on this hypothesis, I remove the line joining the Get Control Rotation and SpawnActor BP Projectile nodes but unfortunately the projectile now moves unexpectedly.
Could you tell my why Get Control Rotation is mandatory to spawn projectile even though the direction of applied impulse is already given correctly (with forward vector)?


