I’ve been having some trouble over the last couple of days trying to figure out some way of rotating an actor (using mouse pitch/yaw) relative to the orientation of the player camera.
To describe it simply I’m just trying to rotate the actor as if I’m using AddActorWorldRotation but instead of using world rotation I want to use the camera rotation. I also just want to rotate around the x and y axis so the problem I’m having is mainly due to the x axis orientation changing when I rotate around the y axis.
If I can possibly translate a raw Quaternion from the camera local rotation to the actor local rotation I’ll be able to solve this issue really quickly but I’ve tried a number of ways to achieve that and I haven’t been successful.
Right now the code I have for it is:
// In Player Class (Pitch) inspectedActor->AddActorWorldRotation(*(new FRotator(amount, 0.f, 0.f)), false, nullptr); // In Player Class (Yaw) inspectedActor->AddActorWorldRotation(*(new FRotator(0.f, -amount, 0.f)), false, nullptr);
inspectedActor is the reference to the actor I am rotating.