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Get the Rotation from any Object results in a wrong pitch value

Hiho,

i have little big issue with the pitch value when i wanna get the rotation of any object, actor, pawn...whatever.

It is really wierd.

Let's make a very simple example:

image1

Make vector node is our forward vector. Image an object and it would be upside down half.

Let's get the rotation! I would assume a value like "Pitch=135". Yaw and Roll are zero. Easy math!

What i get is Pitch=45. Pitch values are between -90 and 90. Always! Whatever rotation i use, whatever object i rotate, whatever workaround i try. I have read all the pitch bug posts and solutions. I know the gimbal lock thing. But even if the axis values are not zero, the pitch value is wrong.

I prefer BP. I would use C++, but the problem is much bigger than i thought. Because it is not the calculation, it is the "get value" at any state. If an object is upside down, i want the right pitch. I cannot rewrite the whole rotation stuff :D

Thanks in advance. If anyone has a slight and right solution, i would appreciate :D How would a new "Get World Rotation" function look like. I could work with that a new get rot function.

Cheers

raidfire.net

Product Version: UE 4.12
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asked Jun 06 '16 at 05:47 PM in Blueprint Scripting

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raidfire.net
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