I’m slowly going crazy because of this weird problem I’m having. I’m trying to program my AI and the expected results are not coming up. So, I ran a quick test that should always return 90 degrees. I get the cross product of my characters forward rotation and get the yaw angle between the forward and the cross product. This should always return 90 degrees on a level plane but I’m not getting that.

```
//Get the left vector for the actor
FVector Lateral = FVector::CrossProduct(Bot->GetActorRotation().Vector().GetSafeNormal(), FVector(0, 0, 1));
//Offset the point by the actors location since it's a unit vector we don't want it at the origin
FVector TurnExtent = Lateral + Bot->GetActorLocation();
//calculate the angle and output it to the log.
float angle = (Bot->GetActorLocation() - TurnExtent).Rotation().Yaw;
UE_LOG(LogTemp, Log, TEXT("angle: %f"), angle);
```

Results

```
LogTemp: angle: 113.297768
LogTemp: angle: 113.297768
LogTemp: angle: 113.297768
LogTemp: angle: 113.297768
LogTemp: angle: 113.297768
LogTemp: angle: 113.297768
LogTemp: angle: 113.297768
LogTemp: angle: 113.297768
LogTemp: angle: 113.297768
LogTemp: angle: 113.297768
LogTemp: angle: 110.746773
LogTemp: angle: 113.297768
LogTemp: angle: 113.297768
LogTemp: angle: 113.297768
LogTemp: angle: 113.297768
LogTemp: angle: 110.716896
```

This seems very strange to me so I tried some straight trig:

```
float angle = ((atan2(TurnExtent.X - Bot->GetActorLocation().X, TurnExtent.Y - Bot->GetActorLocation().Y)) * 180 / PI);
```

But it got me similar (but different results)

```
LogTemp: angle: 169.221909
LogTemp: angle: 168.195251
LogTemp: angle: 167.994247
LogTemp: angle: 167.793625
LogTemp: angle: 167.651367
LogTemp: angle: 167.651367
LogTemp: angle: 167.536423
LogTemp: angle: 167.536041
```

Am I getting the characters rotation incorrectly?