Hello! I am trying to get a better hold of how to manage rotation, vectors, directions, length, magnitude, etc and how to convert them between eachother.

Currently I am trying to figure out how to convert axes into rotations and found that there’s a blueprint function that does just that:

```
[COLOR=#0000BB]FRotator UKismetMathLibrary::MakeRotationFromAxes(FVector Forward, FVector Right, FVector Up)
{
Forward.Normalize();
Right.Normalize();
Up.Normalize();
FMatrix RotMatrix(Forward, Right, Up, FVector::ZeroVector);
return RotMatrix.Rotator();
} [/COLOR]
```

However, it takes vectors instead of floats? Each of my input axes are just floats that defines if X is negative or positive, etc.

How would I do an equivalent with floats?