Why am I getting different results from using RotateVector in blueprint and it c++ implementation “GreaterGreater_VectorRotator”. I even used the RotateVector from unreal math and getting the result I don’t want. Is there something I’m missing?
What blueprint is printing out is the right value I want.
are you sure you’re inputting the same input into both function calls? It seems like that isn’t the case, to be fair floating point numbers are non-deterministic, but the difference is too big to be a case of that fact.
omg I forgot about Pitch,Yaw Roll. Its not in the same order like XYZ in blueprint, its YZX so FRotator(0,180,0). Thanks for reminding me to check the inputs more closely in vs.