SetActorRelativeRotation setting as world
I'm currently creating a movement script for pawn where the rotation is Slerped based on what keys are pressed and the rotation of the camera, as well as the normal of a slope. However the angle is set on world, even though i use SetActorRelativeRotation. This causes the rotation to work not as intended and the angle pivots on the worlds upward vector, and not the actor's.
I think you are looking for something like AddActorLocalRotation()
As dbouchoff statet, RelativeRotation is always relative to the parent. And if your Actor is not attached to something, it is always relativ to the World, therfore it is in world space.
Edit, if you are looking for the c++ implementation of it, you can right-click the BP node and goto the c++ implementation.
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