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!