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How to get an angle between 2 Vectors in Local Coordinates?

Hi community :) What i want to do is dashing Actor2 around Actor1 when i targeted on him like in Dark Souls. I already did the dash and round moving of actor but it always start moving around from 0° degree that mean left side of actor thats why i need know angle between Actor1 and Actor 2 in Local Coordinates not in World Coordinates. Does anyone know the right formula? I will appreciate any format c++ or blueprints

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Product Version: UE 4.19
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asked Jan 22 '19 at 12:40 PM in Blueprint Scripting

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SiDiAndPERDi
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2 answers: sort voted first

Here function that i wanted in blueprint, not perfect actually because it rotates world axis and not around local actor axis but it works for me now. Here screenshots of function below

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answered Jan 30 '19 at 02:18 PM

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SiDiAndPERDi
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I put this in a function library, so it can be used on either C++ or BP. It's standard Vector Math, so I didn't "invent" it, merely turned it into a UE4 format.

 float UYourFunctionLib::AngleBetweenTwoVectors( FVector VectorA, FVector VectorB )
 {
     // Angle between two vectors:
     // Angle = ArcCosine( ( vectorA dot VectorB ) / ( VectorLengthA x VectorLengthB ) )
 
     float angle = 0;
 
     // Dot Product
     float dotProduct = FVector::DotProduct( VectorA, VectorB );
     float lengthProduct = VectorA.Size() * VectorB.Size();
 
     // Angle
     angle = FMath::Acos( dotProduct / lengthProduct );
 
     return angle;
 }

Simply pass any two vectors. You could take ActorA and Bs Position/Location, or their ForwardVector or RightVector.

With regards to converting from World to Local, there's another question here, with some answers. The key is to use Transform Location and/or Inverse Transform Location.

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answered Jan 22 '19 at 01:13 PM

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Jawdy
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avatar image SiDiAndPERDi Jan 30 '19 at 01:51 PM

Thank you Jawdy to point me to the right direction, here your code in blueprint if someone wants alt text

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