Rotate an actor to fit a (left-handed) local coordinate system

I mentioned left-handedness because we all know that the coordinate system of UE4 is left-handed.

Suppose now I have three unit length FVectors UpVector, ForwardVector, RightVector, such that UpVector is perpendicular to ForwardVector and

RightVector = FVector::CrossProduct(UpVector, ForwardVector)
// It's supposed to be like this in a left-handed coordinate system

Now suppose I have an AActor* SomeActor, how can I rotate SomeActor, to make the new local x,y,z-axis of SomeActor to be ForwardVector, RightVector, UpVector, respectly?

We can assume SomeActor has default rotation, i.e., yaw=pitch=roll=0.

Thanks!

(Own answer) after a little tinkering through API’s I found the solution.

FTransform Transform = FTransform(ForwardVector, RightVector, UpVector, FVector());
SomeActor->SetActorRotation(FRotator(Transform.GetRotation()));

I wonder why no one has asked a question like this…(It seems that a lot of people has asked how to set Forward vector, but not trying to do this with respect to a predetermined UpVector(and/or RightVector)…