Rotate Vector around a Point in Local Space

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 :smiley:
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!