I can tell you what I do in Unity to get InputAngle and StartAngle:
- I attach an empty node (an object, Actor or whatever it’s called) to the Pawn, let’s call it “InputDirectionNode”.
- I make the InputDirectionNode ALWAYS look at the Input direction. So in other words - InputDirectionNode forward axis always has the same direction as input vector.
- I mesure the angle between the Pawn’s forward axis and the InputDirectionNode’s forward axis. That’s your InputAngle.
How to do it un UE4 - no idea. Yet :). It’s not the question of figuring out the logic for me, because I already have the controller figured out and done in Unity (I probably shouldn’t provide a link , but you can find it on my channel https://www…com/user/szantak1). It’s only the question of UE4’s “language”. I know WHAT to do, I just don’t “speak blueprint”.