I'm loosing it, with get world rotation, please help

Hi all

Please I really need some help with this!!!

I’ve got an actor with a static mesh as root, another static mesh a child of that and another static mesh a child of that, which is getting rotated by an “ÄddWorldRotation” after that I run a “GetWorldRotation” which returns a strange value from -90 to 90 then 90 to -90 even though the static mesh is making a full rotation.

I’ve tried using Get Relative rotation same result, I’ve added a scoket to the mesh and get the same result on that.

Please help what I’m doing or seeing wrong here.

Add Relative rotation only turns the mesh half way round then gets stuck, the value I’m giving AddRelativeRotation is "::::: -180 to 180.

Please somebody help, this is crazy why would an unreal function return a value from -90 to 90 and back for a full rotation this is a completely unusable value, I’ve been stuck on this for 3 days please HELP!!!

This is all very strange, the GetWorldRotation really returns that meshes rotation around it’s Y axis in the mesh editor not the world rotation, It’s a Dial and no matter what direction the mesh faces in the world and I rotate that world rotation the GetworldRotation Y will be the only value that is changed.

Now here where things get more strange, I exported the mesh re-imported the mesh with X forced forward, then setup all for new dial then I got the value from X of GetWorldRotation and wow I get the right value -180 to 180.
Great that I’ve now got things working but I really would like some answers as to why all this, why does GetWorldRotation return Get object Rotation and why does Y only shows a value from -90 to 90 while X shows a Value from -180 to 180 ???

Maybe somebody can enlighten us please.