The solution to my problem was:
void ATest::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );
if (!SphereMovement.IsZero()) {
FRotator newRotation = SphereMovement ;
FQuat quatRotation = FQuat(newRotation);
AddActorLocalRotation(quatRotation,false,0,ETeleportType::None);
}
}
Had to remove GetActorRotation
and change SetActorRotation
to AddActorLocalRotation
The quaternion part is not necessary .