Thank for the response! That was what I needed, with a little modifying. Here is what I used:
FVector v1 = StaticMeshComp->GetPhysicsLinearVelocity().ToOrientationQuat().GetUpVector();
FVector v2 = ActorQuat.GetUpVector();
v2.X = v1.X;
v1.Normalize();
v2.Normalize();
float Angle = FMath::Acos(FVector::DotProduct(v1, v2));
I want to ignore one of the angles, the pitch, I want to find the roll angle. So I’m a little confused why this works, ■■■ it looks like i’m setting the roll to be equal to each other. I initially tried
v2.Y = v1.Y;
But that seemed to be equalizing the roll and what I have above works, verified with debug lines.
So that gives me size of the angle, now I need to find whether it is clockwise/counterclockwise from center, on an object that can travel in any direction. Before I start throwing ideas at visual studio, is there any easy way to get that info?