I’m looking to rotate an actor based on an arbitrary world-space pivot. (I am building an in-game grid where each tile is a a decal actor spawned by an overall “grid box” actor)
I’d normally jump to matrix transforms, though I can’t seem to understand how to convert a Rotator to a matrix transform.
^Is there any way I could persuade you to show me an example of how to actually use FVector::RotateAngleAxis? I can’t figure it out or find an example for the life of me I’m trying to make one object orbit another.