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Apply an OpenGl model Matrix to an unreal Actor

Hi there, I am currently facing the problem that I want to apply an openGl style model matrix to some unreal actor. I’m trying achieve this by extracting the location and rotation of the given model matrix and to set them via blueprint to the actor (StaticMeshActor). Unfortunately the extracted rotations (yaw, pitch, roll) dont seem to be correct. As I’m not shure if I’m doing it correctly, I wanted to ask you if somebody can tell me how this generally can be achieved. What do I need to do to apply an OpenGL model Matrix to an actor in unreal?

Any hints are welcome! Thank you in advance…