What’s the difference between player rotation and forward vector when looking for player heading?
Rotation is set of 3 angles between world 0-x 0-y and 0-z axes and player axis.
Forward vector for player is that 0-x 0-y 0-z axis of player.
Or when you open character view. Red vector will be forward vector for player, and rotation will be 3 rotations between forward vector of player and “forward vector for world”
Also forward vector is usually normalized (has length of 1. When making calculations for forward vector (like adding rotation etc.) make sure you feed all normalized vectors (else you may get weird results sometimes).
And las tip:
use line trace and turn on debug draw. For eg make line trace for forward vector of player (multiply it by 200 or so, and add player position to start and end of that vector). You will get red line going from player pelvis that represents forward vector.
Thanks for that, but I’m slightly confused, I need to get the direction of my character in degrees in relation to a trigger in the world, should I use forward vector or rotation?
Its a player tracking mechanism, I’m trying to implement.
Would appreciate any help.