Mirror a FRotator along a plane

From an unity answer talking about UE4

var objectQuat; // from world rotation
var mirrorNormalQuat = new Quaternion(plane.x, plane.y, plane.z, 0);

var reflectedQuat = mirrorNormalQuat * objectQuat * mirrorNormalQuat;

i’m not sur if the plane is represented by it’s normal here, but i guess you can give it a try

edit: according to this plane is indeed represented by it’s normal