[request] Basic Operators for Rotators in Blueprint

No its fine, I did have a minor complication using the combine node since it seemed to take vector inputs on the node itself. Im curious as to why we use rotators at all actually, I mean its nice for the frontend thats forsure but for the math behind the scenes.

I guess I feel that the conversion to quat should only take place when its actually required as modifying a single component of a rotation is simple float operations and all the conversion goes to waste. I dont know if theres a way to sense this stuff in blueprint to perform the appropriate action based on subsequent node wires.

This is from Autodesk 3dsmax, you can rotate around this outside grey area and the lighter grey as well, the lighter grey is screen space rotation, the other is an axis Im not sure on but its on all the other 3. The example though always shows the correct rotation regardless, theres actually no visible lock there.

gimbal.jpg