Sorry I didnt anwser before but I managed to resolve my problem.
For those interested here it goes:
First, I had to bring the location of the camera in the characters local space, for this i substracted the characters position form the trace result. Since Im using a Spring component to achieve what Im doing, for me it looks like this:
FinalFrontResultLoc = (FrontResultLoc - ArmOrigin);
Then I create the Matrix and apply it to the vector, so:
FRotationMatrix FirstFrontRotmatix(FRotator(180.0f, 0.0f, 180.0f));
FinalFrontResultLoc = FirstFrontRotmatix.TransformVector(FinalFrontResultLoc);
FinalFrontResultLoc.Z = -FinalFrontResultLoc.Z;
The last line is to have it at the actual correct position.
And then, you just put the camera position back in world space, so:
FinalFrontResultLoc = (FinalFrontResultLoc + ArmOrigin);
Now here is the funny part, I realised I didnt need to use a Matrix,
I only needed to multiply the camera location by -1 once in local space to get the job done ![]()
So my final code is actually just:
FinalFrontResultLoc = (FrontResultLoc - ArmOrigin);
FinalFrontResultLoc = FinalFrontResultLoc * -1;
FinalFrontResultLoc = (FinalFrontResultLoc + ArmOrigin);
I knew it would end being 3 lines of code in the end… Hope it helps the next person!