Given an actor with angular velocity, I want to find out its axis of rotation. I only know of UPrimitiveComponent::GetPhysicsAngularVelocity | Unreal Engine Documentation, which is does not return the axis of rotation but one of the many axes tangential to it. Is there a way to derive or get the axis of rotation for a rotating object?

EDIT: Using the (curling) right hand rule, I could get the axis of rotation per component given by GetPhysicsAngularVelocity() and then add the resulting three vectors to get the final axis of rotation. I cannot prove that this is correct. Would this be right?