Is there a way to use AddWorldRotation on a StaticMeshActor in Python?
I’m converting between a coordinate system from a different game to UE4. This is the only solution I’ve found to match the rotation between engines so far:
Let o(x, y, z) be the rotation in the original engine
Let u(x, y, z) be the rotation in UE4
Given o(x, y, z)
u(x) = o(x)
u(z) = o(-y)
Then I need to *add *o(z) rotation on the u(y) axis.
This is identical to setting the x and z rotation values in the transformation window of the UI (under “details”), then selecting the actor in the level, switching to rotate, and rotating the actor about the y axis manually.
This can be done successfully using AddWorldRotation node in blueprints, however I am looking for a solution in Python 2.7 for UE4 so that this can be automated alongside the rest of my code.
Thanks in advance for any advice!