Is there a reliable replacement for the Quaternion math in blueprints?
Hey, I was messing around trying to convert the "physics gun" from the content examples map to have features similar to the stock gun in UE3, but I hit a snag in regards to orientation. The UE3 gun uses quaternions to calculate out the orientation of the RB Grabber, but quaternions are unavailable in blueprints. Is there a reliable replacement for the quaternion math available? Otherwise, I'd like to see them added as a variable type in the future. Thanks!
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Hello ! Blueprint node "Combine Rotators" is in reality making a quaternion rotation ! Here is the proof : When you call this node, it converts both rotators to Quaternions (FQuat), multiplies them, and returns the result as a Rotator ! Hope it helped ;)
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I think in the background the Rotator (sometimes in blueprint referred to as Rot) is in the background actually a Quaternion, but since most people don't feel like doing math with Quaternions, the only show Euler angles. Even if you break a Rotator it will output the Euler. So in short, try using the Rotator functionality for anything you want to do with rotations.
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https://www.unrealengine.com/marketplace/blueprintquaternionlibrary When composing a quaternion from two vectors, the first vector is the master vector which the new rotation will do its very best to adhere to! The second is the slave vector, which will supply all other rotation information. For example, by using the surface normal as the Z vector and forward as X, you can align a character with a surface using Compose from ZX!
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Okay so I think what JamesG (https://answers.unrealengine.com/users/98/jamesg.html) was saying is that although Quats are not a Blueprint variable type, you can feed Eulerbased Rotators into certain math functions such as CombineRotators and NegateRotator, and it will calculate them using Quaternions to output a new transformed Eulerbased Rotator that didn't get gimballocked (did I understand that correctly?) He says you can store rotations in a Transform, which stores them internally as Quats, and I think you feed that Euler angles too. So basically in Blueprint it sounds like you cannot create or edit Quaternions, but you CAN get equivalent Euler angles without gimbal lock issues by doing all your rotator transformations via the math nodes that use Quaternions internally. You input Eulers to them and they output Eulers, but they use Quats to calculate so they should avoid gimbal lock. It's blackboxed but you can used it to get the same results. Did I understand that correctly? You don't get the same results. If you have several stages of operation in which the variable passes through the rotator variable type (aka, it comes out of any of those functions) you are immediately welcomed back to gimball hell.
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I've never worked with UE3 (And pretty new at this in general), but isn't it just the rotator you're after? You can get an actors rotator, and get directional vectors etc.