UE4’s “Rotate About Axis” Shader node takes a normalized rotation axis, and a rotation angle.
I have a bunch of vector 3 rotation values for yaw pitch and roll. How would i convert these values to be compatible with this shader node?
The conversion doesn’t have to be done in the shader, as I could do this conversion in blueprints or c++ and write the result to a texture for use in my shader.
If I convert the rotator to a quaternion in c++, this seems to give me the correct rotation axis vector. But im not sure how to get the correct angle scalar value to plug into the RotateABoutAxis shader node. Does anyone have any suggestions?