Howdy -
Is SetRelativeRotation broken?
I’m experimenting creating a procedural level builder.
I’m creating a Rotation Vector with my rotation stored in the yaw, FRotation[1]
I do a Log print of the vector and it confirms my Yaw value is correct.
After I assign the rotation to my mesh component, “smc->SetRelativeRotation(rot);” the result is a negative value in my “Roll”.
Am I doing something incorrect here?