I am working on a crank like object, and its relative rotation on the y-axis should align to the world location of an external mesh actor. The current Blueprint code is working fine, as long as the target actor has no rotation.
I tried “find look at rotation” before, but was not able to get the rotation value in degrees from that.
The current code simply calculates the angle in degrees of a line beginning from the central point of a circle (y-axis) and another point next to that circle (the external actor location). This is done on a XZ plane by subtracting the target location from souce location. The question is now how to rotate that plane with the target actor rotation? I think this is done by the ‘right vector’ or other directional vectors.