Rotation of Tetrahedron by 45 degrees is Incorrect Due to Floating Precision

Hmm I don’t this happening here. We use SetActorRotation() and SetActorRelativeRotation() a LOT for interpolations and it always sets them exactly where desired, as far as I can tell.

When inspecting actor in the editor there is never any extra decimals. Always exactly 45.0 degrees (or whatever desired rotation).