I generally use a FQuat to rotate a vector in the direction of a rotator. But I assume its not the most efficient way to do it.
Here is what I use.
FRotator SegmentDirectionR = (SegmentStartLoc - SegmentEndLoc).Rotation();
FQuat SegmentDirectionQ = SegmentDirectionR.Quaternion();
FVector RotatedStartLocation = SegmentDirectionQ.RotateVector(SegmentStartLoc);
I have seen a lot of times a FRotationMatrix or something similar is used. Can any one tell me how is it works?
I know how TransformVector works.
I want to know how FRotationMatrix MakeFromX, MakeFromXY etc work…