Hey, thanks for actually taking the time to help me out, I really do appreciate it.
Funnily enough, I found that post of yours while trying to use Quaternion (It was the first thing I thought off to bypass the typical Euler Gimble Lock issue). I succesfully tried with basic input to set the rotation (and of course there was no Gimble lock problems) but I think it all goes to ■■■■ when I use the LookAt function to set the rotation.
LookAt does work, but with limitations but I think one of my logic is flawed or how I applied my rotations must not make sense. Using LookAt with Quats is even worse in my case.
The BP_Cursor is just a blueprint that casts to what’s under the cursor, this works as demonstrated previously. Following the the previous advice, I translate from world space to local the LookAt return Value and turn it into a Quat, which is then adds to the Local Rotation (Quat). I wonder if it had a set rotation ( quat ) would it have the result I want.
Anyways, yeah, it still doesn’t work this way, I think it’s probably lost when transforming to local then to quat? even without transforming its the same result (ship spazes out).
I am not sure I mentioned, but what I try to achieve is essentially the ship follows the cursor.
Any insight to help me get better logic would be appreciated.