set_motion_warping_target_rotation
Set an existing motion-warping target's world rotation by internal actor and target names while keeping location. Rebuilds it as a plain transform target and returns old/new pitch, yaw, roll.
Instructions
Set the rotation of an existing warp target of an editor-world actor (found by internal name), keeping its Location. The target is rebuilt as a plain transform target, so a component-based one loses its Component, BoneName, follow flag and offsets. WarpTargets is Transient: not saved.
Returns: { actor_name, warp_target_name, previous_pitch, previous_yaw, previous_roll, new_pitch, new_yaw, new_roll, changed: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| rotation | No | PREFERRED: the OBJECT {"roll":R,"pitch":P,"yaw":Y} (any subset, absent axes are 0). The ARRAY form below is [pitch, yaw, roll] -- its index 2 is ROLL, NOT yaw, which once put a PlayerStart on its side. New world rotation in degrees as [pitch, yaw, roll]; omitted means [0, 0, 0]. | |
| actor_name | Yes | Internal object name of the actor with the UMotionWarpingComponent, e.g. "BP_Hero_C_0"; the outliner label does not match. | |
| warp_target_name | Yes | FName of the existing warp target on the component |