I cannot get this to work, even though the rotations do happen correctly. I think I have to explain a bit more on where the data of the rotations come from, my apologies.
I have a CSV file with heading, pitch and roll (all in degrees). Pitch and roll are easy, but the heading is a bit different. I have the aircraft as an actor in Cesium, which uses true north to divine rotations. Because of this, I need to make sure that the aircraft is pointed to the true north at the very start. When I set the aircraft intop the ViewPort, it looks like this:
It is clear that this is not good, so I need to rotate the aircraft to match the true north. The aircraft is now moving sidewards (where the right wing is leading). One way is to simply rotate the aircraft in the blueprint itself (by 90 degrees):
It does work concerning the heading, since where the right was before there is now the nose. However, this causes the issue that I have now: while heading works correctly now, pitch and roll are still done over the “old” axis system, so these are switched in the visualization.
Another way that I just learned here is to rotate the axis using the pivot:
This should work: the axis are now set correctly, so the pitch and roll are now good. Of course I removed the blueprint and added it again, as you suggested before. However, the aircraft is once again moving with its nose leading and pitch and roll are once again switched, so I’m back to square one.
No matter what I do: or the heading is 90 degrees off, of the pitch and roll are 90 degrees off. I think it has to do with on which axis system the whole thing rotates.
(p.s. I used 90 degrees here for clarity, the actual angle will eventually be like 88 or 89 degrees. Hence, switching those values in the blueprint will not work).
I hope I made it a bit more clear on where my problem lies exactly.