Disparity between C++ camera transform settings and BP Transform output

** Solved See Reply Below **

Hi All,
Following the Tanks Vs Zombies tutorial (and running into lots of issues) but I have a new one. I am setting the rotation of my cameras in C++, however I noticed when I went into the BP, the values are setting different fields in the editor.

For example:


Then here is the Editor transforms. I set them to slightly distinctive values just to see what is going on. It looks like the Rotator is moving the first (X) value to the (Y) position of the transform.

Here are the values in editor for comparison. As you can see, the Spring arm is just shifting the value from X to Y position, while the Camera rotation is totally different (perhaps inheriting from spring arm?)


My guesses would be
a) something something Rotator is not the same as the rotation in transform
b) this is expected behaviour for some reason?
c) something to do with the attachment mode I am using?

Anyone who can shed some light on this, it would be appreciated. I am pretty Noob so sorry if this is obvious stuff.

Looking into this more, the Editor uses (X,Y,Z)
X = Roll
Y = Pitch
Z = Yaw
FRotator takes (Pitch, Yaw, Roll) or (Y, Z, X)

so this explains the disparity. I am going to leave this question open and see if anyone has a reason why this is the case however? Why not be consistent with the order?

Thanks.