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Mirror a FRotator along a plane

I have a FRotator and want to mirror it along a plane. The plane is represented by a normal vector. How do I achieve that?

Product Version: UE 4.18
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asked Feb 13 '18 at 11:06 PM in C++ Programming

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Kojox
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From an unity answer talking about UE4

 var objectQuat; // from world rotation
 var mirrorNormalQuat = new Quaternion(plane.x, plane.y, plane.z, 0);
 
 var reflectedQuat = mirrorNormalQuat * objectQuat * mirrorNormalQuat;


i'm not sur if the plane is represented by it's normal here, but i guess you can give it a try

edit: according to this plane is indeed represented by it's normal

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answered Feb 13 '18 at 11:36 PM

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Firefly74
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avatar image Kojox Feb 13 '18 at 11:54 PM

thank you for your answer. I've tried it using this code:

 normal.Normalize();
 
 FQuat mirrorNormalQuat = FQuat(normal.X, normal.Y, normal.Z, 0);
 FQuat reflectedQuat = mirrorNormalQuat * paramRot.Quaternion() * mirrorNormalQuat;
 
 resultRotation = reflectedQuat.Rotator();

the result is a rotation just pointing upward. Is there maybe something wrong with this code? (just using the paramRot as rotation works as expected)

avatar image Kojox Feb 14 '18 at 12:07 AM

alright never mind the code works now perfectly fine. there were just a few other problems I had to fix.

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