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Having problems understanding FVector::Rotation()

So I have this code that makes my object "look" at the player.

 FVector selfLocation = VisibleComponent->GetComponentLocation();
 FVector playerLocation = (UGameplayStatics::GetPlayerCharacter(GetWorld(),0))->GetActorLocation();
 
 FRotator deltaRotate = (selfLocation - playerLocation).Rotation();
 VisibleComponent->SetWorldRotation(deltaRotate);

What I don't understand is this line FRotator deltaRotate = (selfLocation - playerLocation).Rotation();. How is rotation calculated ? isnt FVector just a collection of 3 variables (X, Y, Z) ?

And why does this work ? I dont understand how can you get the rotation just by substracting the locations...

Product Version: UE 4.12
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asked Aug 31 '16 at 12:54 PM in C++ Programming

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leryss
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Hey leryss,

FVector::Rotation() converts a direction Vector into a Rotator. selfLocation - playerLocation calculates the direction Vector from the player to self. After this the direction Vector will be converted to a Rotator. That means the VisibleComponent always looks to the Player if it gets this Rotation.

If you need further Information go to https://docs.unrealengine.com/latest/INT/API/Runtime/Core/Math/FVector/Rotation/index.html

Greetings Cloudy :)

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answered Aug 31 '16 at 03:46 PM

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Cloudy McStrife
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