Quaternion in blueprint

I can see the frustration with some quaternion functionality not being there for rotators in blueprints, but I think the much more sensible solution would be to add that functionality for rotators than to make quaternions accessible. I already find a bunch of the C++ interfaces annoying because I have to convert from FRotator to Quaternion and back when I really only need one. I don’t need that kind of annoyance added to blueprints too.

Quaternion is really only useful in performance intensive cases, and if you have those you probably don’t want that code to be in blueprints anyway. You’ll be losing more performance to having it in blueprints than you’ll gain replacing it with quats.

Quaternions are super complicated and I don’t really see any benefit to having them in blueprint vs making frotator versions of the functions that are missing in blueprint.

edit:

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is actually way more complex than you might think. Cameras in unreal actually don’t have all the required information needed to do a valid projection/deprojection that a player might be experiencing. The sceneview is generated on the fly from a bunch of different things. That’s why it’s on the player controller. It would be nice if camera’s had simple deproject functions on them also using the info they do have, which should be possible and not super hard to make, but that would act totally differently than the project/deproject functions on the playercontroller.