Total failure on my part. The link I had sent is the wrong documentation page, and still points to a Blueprint node document. Please disregard
Assuming you can get the actor rotation using GetActorRotation()
, you can construct an FVector
from it while only setting the value for X, 0.0f
for the other two:
FVector xVector{GetActorRotation().Roll, 0.0f, 0.0f};
I believe this should be the equivalent of GetRotationXVector
node, if I am understanding correctly.