UStaticMeshComponent::SetRelativeRotation broken?

Howdy -
Is SetRelativeRotation broken?
I’m experimenting creating a procedural level builder.
I’m creating a Rotation Vector with my rotation stored in the yaw, FRotation[1]
I do a Log print of the vector and it confirms my Yaw value is correct.
After I assign the rotation to my mesh component, “smc->SetRelativeRotation(rot);” the result is a negative value in my “Roll”.

Am I doing something incorrect here?

There is no solution as the problem was an update problem.
I deleted the asset and re-added it.
Problem went away!

Problem solved :slight_smile: