Adding Rotation to a Vector

Hey all, how can I add/include the Rotation of an actor as a Vector? (or something similar)

I’m trying to spawn a debug sphere at both ends of an actor, which is fine if the actor hasn’t been rotated. Once it’s been rotated, it isn’t able to get the new start/end point.

Below is how I’m getting the origin and bounds.

Below is how I’m trying to draw the debug spheres in the correct location.

TiA!

One way to do it is via Extents but they work in peculiar way. See if the example helps:

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Thanks Everynone!

I can confirm this setup works, though there’s a high possibility that I won’t be the person placing actors and manipulating their rotations. I’d need something that can forgo having to set the rotation in BP and read it’s world/actor rotation.

Thanks

This equation will also give you the maximum extent of the actor if rotated.

Digging up my old post here but if I can accurately get both of these extents (blue debug spheres) no matter what the rotation, what sort of equation do I need to work out the circled areas? TiA

Did you check the thread linked above?