If so, pls help.

I’ve been working for a while on a game that revolves around a 6-DOF pawn perched at the top of a spring, essentially, a hovering vehicle. Everything has been working relatively fine until I started adding the finer details like rolling while strafing / steering, pitch control and yaw rotation.

I’m experiencing some odd rotation issues which I suspect are linked to the way I’m doing rotations. Although everything has been playing nicely until now, the introduction of rolling and pitching is giving me a few headaches. I’m currently using a combination of Matrix rotation/un-rotation and also FRotators, the latter of which is giving me the trouble. I’m calculating these additional vectors then rotating them by the crafts rotation, which at different angles gives me rotation around the Z-axis, something I really really don’t want. I suspect this is due to using Euler rotation, and It seems I’ll have to switch to using Quarternions instead.

Thing is, I’m not really sure where to start. Most YouTube tutorials explain the math more than they explain how to put them into practice, and I suspect they are not as intuitive as Euler rotations, so does anybody have a good place to start with Quarternions in Unreal, and how to use them?