Calculate AddActorLocalRotation yourself

Hey,

I want to manually calculate what’s behind the “AddActorLocalRotation” node.

I just try to summarize the reason for that very briefly and simply:

As soon as you move the mouse in my PlayerController, the whole character and the camera should move. Normally, I would do that via the above function. In my case, however, I still want to calculate with the rotation coming out of the function first (that means: the rotation should not be applied directly to the actor, but that happens in the AddActorLocalRotation function).

I have already read into the source code of the function, but I have to admit that I do not quite see through (the function is divided into 5 different parts by the time, which I followed all, but I didn’t find a real end ^^).

Can someone describe a way for me to calculate the local rotation by myself?

I do not care if Blueprint or C++

Does nobody have an idea?

I found a solution:
The two code lines will make a WorldRotator from a WorldRotator and a LocalRotator:

FQuat NewRot=(FQuat)WRot * (FQuat)LRot;
return (FRotator)NewRot;