With this setup, I am able to generate impulse in the opposite direction of the hit.
So basically if character is hit head on, this will move him backwards. And if he is hit from the back, it moves him forward and so on. Regardless of the characters current rotation in the world
Now what I am really after is a value from 0 to 359 (or 0 to 1) that indicates the direction of received hit. Clearly I should be able to produce that value from this Impact normal and then maybe some other set of vectors, but I am quite bad at vector math and very new to UE.
So what I want is, if character is hit head on (when character bounces backwards) a value of 0. If character is hit from behind, the value should be equal to 180. Hit from right should be equal to 90 and so on.
Any help with the math would be appreciated. I tried simple subtraction. Subtracting the characters world rotation from this normal gave really bizarre results.
So in simple terms I want from this normal a value that is not be in reference to the world, but to reference to the mesh/character current rotation.