Answers for "Avoiding Gimbal Lock in rotations between vectors?"
https://answers.unrealengine.com/questions/761564/avoiding-gimbal-lock-in-rotations-between-vectors.html
The latest answers for the question "Avoiding Gimbal Lock in rotations between vectors?"Answer by VolatileAgent
https://answers.unrealengine.com/answers/761790/view.html
If I understand correctly, you are trying to orient an object along the vector between the two spheres. I haven't used quaternions in Unreal, but what I think you need to do is convert the rotation to a quaternion by getting the rotation as an axis and angle. To get the axis of rotation, take the cross product of the two vectors (after normalizing them). The resulting vector will be orthogonal to the two original vectors, and its length will be proportional to the sine of the angle between them.
Actually, I just saw that FQuat has a function to create a quaternion from two vectors (in C++). Not sure if there's an analagous function in blueprints.Thu, 22 Feb 2018 21:46:52 GMTVolatileAgent