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.
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 ???