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"Why do you want to avoid timelines though, by the way? I use them for all sorts of logic. They're super useful!"
The problem with using animation points is that it also saves me the spatial position of the scene, not just the rotation. That is, my element is an object that moves in space, and if I activate the animation point where I rotate that element, it not only rotates it, it also transfers it to the X, X, X coordinates in which I have created that animation.
"You can do it with a Look At Rotator's Screen Space Direction."
Ok, i Will try, thanks a lot.