inertiaTensorRotation from Unity to Unreal

Hi, I’m porting a project from unity to unreal but I can’t find the equivalent of RigidBody.inertiaTensorRotation

What function should I use?

Thank you in advance.

Can you explain what it is used for?

From the descriptions its just the direction the component is allowed to move or rotate ?

I am using it to predict an angular velocity and for that I need to rotate with the state of the inertia tensor.

In unity I have these two properties:
Rigidbody.inertiaTensor that returns a Vector
inertiaTensor
and
Rigidbody. inertiaTensorRotation that returns a Quaternion
inertiaTensorRotation

What is the correspondence of these two functions in Unreal?

Depends.
On a skeletal mesh it would be the values of the constraint set within the PHAT.

On a constraint asset you have direct access.

They both use the same parameters

Angular limits and what not.

I’m thinking the equivalent would be just reading or setting that value, but I’m not sure what it is you are doing as you haven’t really explained…

Not sure if you found it, but it seems like the equivalent of InertiaTensorRotation from Unity to now Chaos physics seems to be RotationOfMass, which you can access through the Physics interface function:

FTransform FChaosEngineInterface::GetComTransformLocal_AssumesLocked(const FPhysicsActorHandle& InActorReference)

which returns to RotationOfMass as the transform’s rotation and the CenterOfMass as the transform’s location