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:
Quaternion functions aren’t really exposed to Blueprint, since they aren’t very artist/content-creator friendly. Usually you just convert to/from FRotator if you need to pass rotation information in and out of Blueprint.
You say your code does ‘nothing’ – what is it supposed to do?
Perhaps I can give you a bit more of an outline of what I’m trying to achieve:
Data is streaming to the game in Quaternion format. When I convert this to Rotator(Euler), It seems to be working in only 1 axis. However the same data converted in other software is producing valid angles.
I suspect it might be a euler lock/flip issue so I was hoping to eliminate that by applying the quaternions to the object in Unreal to see if it solves it.