I have data in the form of Quats streaming in w, x, y, z.
I’m a bit confused as to how I can apply this in Unreal to my Actor object. Do I need to convert this explicitly to a Rotator first?
Ideally I would like the result to be accessible in Blueprints with UPROPERTY
This is what I have currently that seems to do nothing:
FQuat myQuatToRot(IncomingStruct.wRot, IncomingStruct.xRot, IncomingStruct.yRot, IncomingStruct.zRot); FRotator myRot(myQuatToRot); IncomingStruct.calculatedRotator = myQuatToRot.Rotator();