I have an array of vertex locations. I need to take one of these isosceles triangles and make it’s normal point perfectly along one axis, and it’s forward vertex point along another axis. Currently the triangle is rotated in such a way that it’s normal points towards the worlds center (0,0,0). I’ve tried using:
FRotationMatrix orientationRot = FRotationMatrix(cellRotation); FVector changedVec = orientationRot.TransformVector(tempVerts*.cellCornerToFVec());
But this appears to rotate the triangle around the worlds center, and while this may still be a way to do it (if I can perfectly swivel the triangle so that its normal is aligned with an axis, and getting the forward vertex to point along another), I’m curious about future situations where I would need to rotate vectors around their triangles center.