Quaternion in blueprint

I did reply to this, but here goes again!

Exposing those is a great move in the right direction and is helpful in the short term. In the long term, I’d propose the following changes:

  1. HUD project and deproject functions either removed, modified, or will only compile when attached to an Event Draw HUD. The issue with these is that they are reliant on the HUD canvas, and as a result they will not return valid values if they are used with other events.
  2. Expose projection and deprojection for any camera via the scene view. All projection / deprojection functions go via the scene view, so there’s nothing new here - you’re just removing the need for it to be piped through actors that may not be valid or relevant. means you’ll finally be able to deproject from cameras that aren’t associated with a player controller - something which would be pretty common. It would also make the HUD functions redundant.