Sadly, that did not work, though there is a slight improvement?
So I tried this in one of two ways:
First was simply taking a Rotator from the FQuat and feeding that into my transform. Then I tried just feeding the FQuat directly into the FTransform. Both managed to rotate the tetrahedron, but both unfortunately are drifting off the axis by the same amount as all the other methods.
Still drifting off base by less than half a centimeter.
However, the improvement comes in that now the editor shows 45.000001 instead of 45, meaning the calculation WAS more accurate. It’s just that the rotation itself isn’t right.
I have also tried setting the actor’s Rotation after spawning and even adding it to their base rotation; both resulted in the same process.
So, because so many different methods are resulting in the same result, my thinking is that while the “value” being entered in is correct, the actual USE of that number, the 45-degree rotation in world space, must be wrong. Either the physics, the rendering, or the translation, whatever the engine is doing with this number to move the tetrahedron as it is, is incorrect.
And I’m not sure how I can address that problem.