AddWorldRotation inaccuracy problem

I think you got it already. There is something strange going on with the rotations. Maybe it has something to do with the order of Euler rotations…

I found an easier example.

This is socket 1 on cube 1:

This is socket 2 on cube 2:

Before calling the function they look in the world like this (I added debug coordinate systems with the socket’s transforms):

sock3.jpg
After the function (e.g. yours like above) they look like this (socket coordinate systems not fully aligned):

sock5.jpg
But they SHOULD look like this (looks like one coordinate system, because both socket’s coordinate systems have exactly the same origin and rotation):

sock6.jpg
It makes me crazy that I can’t get this to work :wink: