I spent a bit of time (more than I would have liked) looking for the variable or function to get the player’s current rotation input, where the variable would tell me how much the player is about to turn (or just turned) for the frame. In C++, which object should I query to get this information?
PlayerController’s RotationInput seems to be zero all of the time for me. I’m querying the objects from a UMG object’s NativeTick (which could lead to a timing issue). I haven’t found the rotation-equivalent of Pawn’s GetPendingMovementInputVector.