So I’m trying to avoid gimbal lock by using quaternions. I have very little understanding of them. But in code there appears to be nifty conversions for them back and fourth to rotators. So the first Quat that I’m trying to use is:
Now I haven’t figured out how/ where to get the actual controller input for the Yaw value but lets assume it’s there in that last one. Now how do I add the two Quaternions together to form the new rotation?
I was able to acheive this in Blue Print by using the Combine Rotators node. For this particular problem I was using the InputAxis Turn Event as a rotator - combined into the MAkeRotZX (z = Actor Location * -1, X = Actor Forward Vector).