Problem when converting a rotation to vector C++
Hello! Inside: Tick (float DeltaTime) to get the rotation of my character I just use: FRotator MyCharacteRotator = GetWorld()>GetFirstPlayerController()>GetPawn()>GetActorRotation(); to prove that all this well I use a log on screen: GEngine>AddOnScreenDebugMessage(1, 5.f, FColor::Blue, FString::Printf(TEXT("Player Rotator: %s"), *MyCharacteRotator.ToString())); when I move my character correctly my vector is updated I want to turn the rotation into a vector to get the coordinates x, y and z. but I can not find the correct way. since I use: FVector NewRotationVector = MyCharacteRotator.Vector(); I do not know if it is the correct form or if I am doing something wrong because it only returns the value of 1 when the rotation is made. and should return values like 0, 90, 90, 180 I'm waiting for an answer, thanks.
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The vector and rotation are 2 separate things. Vectors are 3D coordinates like you said (X,Y,Z). Rotations are in degrees 090 for pitch, 0180 for roll and yaw. You are asking to take a rotation and make a vector using the FRotator::Vector() function seen here: http://api.unrealengine.com/INT/API/Runtime/Core/Math/FRotator/Vector/index.html. This returns a unit vector pointing in the direction of rotation. That is why it is always 1. I think maybe you want FRotator::Euler() which you can see here: http://api.unrealengine.com/INT/API/Runtime/Core/Math/FRotator/Euler/index.html
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if you just want to get the forward direction of your character, then there is no need to go over the rotation just use
GetWorld()>GetFirstPlayerController()>GetPawn()>GetActorForwardVector()
https://api.unrealengine.com/INT/API/Runtime/Engine/GameFramework/AActor/GetActorForwardVector/index.html
Thanks for the information