Get Actor (Vehicle) Rotation without suspension dampening

I doubt this question will get answered but currently i need to get the rotation of my actor (vehicle) and GetActorRotation works but
my math is giving me uncertain results because of the suspension. (See picture)

As you see in the picture, i want the rotation of the vehicle i would normally get without suspension; instead i’m getting weird rotation values because of the suspension.

Edit: sorry for image size, i can’t fix that.


just use the yaw component, suspension should affect the pitch and roll of the vehicle (at least in your case), so you can do HeadingRotation = FRotator(0,GetComponentWorldRotation().Yaw,0);