Ok, I could be wrong but I think that unreal engine isnt showing the correct rotation of an object in my scene. I am very new to the engine though so please let me know how I’m wrong.
In the image above you can see an object that I have rotated by 90 degrees about the z-axis. In the details panel you can indeed see that the object rotation is (0,0,90). Also the important thing to note here is that the x,y and z axis of the object do not align with the x,y and z axis of the world (Compare the axis of the object with the world axis shown in the bottom left corner)
Now In this above image I have simply rotated the object along its local x-axis or in other words I have rotated the object along the worlds y-axis. Therefore, In our current state the objects local rotation is (40,0,90) and its world rotation is (0,40,90)
In the above image I have navigated to the details panel and under the Transform section, I have opened the dropdown revealing two rotation types. “Relative” rotation which I assume is basically local rotation and “World” rotation which is quite self explanatory. Now currently I am being shown the local rotation of the object which indeed seems to be correct. However, when I click on the “World” option…
Nothing changes…The values stay the same. Shouldnt the values be updated to (0,40,90) since that is the objects world rotation??