Is the rotation of objects in ue4 editor correct?

Hi unreal comunity,

I stumbled over a behavior of rotation objecte in unreal editor 4.14.3, which I cannot explain.
Maybe this behavior is correct, so please explain it to me :smiley:

When you create a new object in the editor and rotate it around the different local axis, the object not only rotates around the local x,y or z-axis but around more than one. It seems like it rotates around the world axis though I want to rotate around the local.

I made a video for that:
Youtube Video

Maybe you can help me.
Thanks a lot.

Marcel Meier

Hi Marcel Meier! This isn’t a bug; this is how rotation is calculated. :slight_smile: If you are changing the rotation values of the XYZ values separately as you are, then they will “add up” and give you the total rotation.

If you’re looking to rotate an object around its local space then use the rotation tool (E) in the viewport.

But how would you rotate an object around its local X-axis via c++ script without adding the rotation up to Y and Z axis at the same time?

Hi CometGoat, for me the rotation tool (E) rotates in world space

126393-rotation.png

Hi CometGoat,
I think that is not the right answer.
Does someone has any clue?

You can toggle it with this button or ctrl+`