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Help With Rotator Math

Hello everyone! I am attempting to create a simple system to offset a camera's relative location. To do this, I am using the player's control rotation. My blueprints work great, except for one issue. When the axis resets (for example, when pitch goes from 360 to 0), my calculations are completely messed up. I can include blueprints if anyone needs to see an example of what I am talking about.

What is the correct way for me to do math like this on rotators?

Product Version: UE 4.21
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asked Jan 14 '19 at 04:31 AM in Blueprint Scripting

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avatar image Weibye Jan 14 '19 at 02:24 PM

You are going to have to show screenshots of your code in question for reference, to see exactly what you are trying to do. In the meantime, perhaps this may be of help? https://answers.unrealengine.com/questions/862954/blueprints-get-rotation-of-object.html

avatar image Tuerer Jan 14 '19 at 02:46 PM

Actually rotation goes from -180 to 180, not from 0 to 360; and yes, sometimes it causes math troubles, depending on what exaclty you want to calculate. It would be helpful if you posted some BP screenshots and explained what exactly you want to do.

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