Having a problem with rotations (again)

I beleive I got it, and this should apply to any world/actor/ any rotation thats not a control rotation.



float r1 = yourPawn->GetActorRotation.Yaw();
if(r1 < 0.0)
{
return r1 + 360;
}
else 
{
return r1;
}


It works for heading, going to try for these angles later! Ahhh and here I was going to code quats over my whole game…