Help rotating a vector

Hi there, I wish a practice to spawn some objects around the player, separate between them by the same angle. For example if I have 4 objects to spawn, the first one spawn it in angle 0º (front of player), second one at 90º (right side of player), third one at 180º (behind player) and fourth one at 270º (left side) …, the angle is upgrading in a “For Loop”, **NextObjectAngleInventory **= **NextObjectAngleInventory **+ (360 / NumObjects). In the theory I know more than less how to calculate it, but I have some dudes to implement it. New Vector = PlayerForwardVector * Y-Rot

I post in a picture last try, but still the result is not what I expect, sure somebody can fix what I’m doing wrong or a better and easier way to get it…

the reason being with SpawnActor you need to pass in a World space transform.
Which also means you need to transform your location into world space before you pass it to make transform.
also, you need to do it with a forwardVector instead of just actor location itself.

from your existing blueprint it would be more or less like

localPos = actorLocation + actorForwardVector*distanceBetweenObjectAndPlayer + eyeHeight vector
and then pass this localPos to a node that calculate world location for you before you make transform.

sorry i was wrong, getActorLocation and getForwardVector are already in world space. your calculation is only off because you make your own vector in local space instead of using a forward vector.

also you can rotate forward vector directly and then add to your actor location before make transform.