In a previous post there was a discussion involving the rotation widget.
Adam Davis and Tim Hobson were able to explain the rotation widget’s math is working correctly, and is showing odd values for rotation.
These odd values of rotation are also occurring when physics is active on an object in play or simulate mode. Is there a way to obtain the actual correct value for rotations?
Thanks for your help.
Hi Rleiker13,
I’m going to post some of your comments from this other AnswerHub question to help clarify because the way you’re asking the question is just going back to the the things I previously explained about Pivot points and how they are imported.
Your comments indicated you wanted to achieve something through C++ which may be possible, but is well out of my league of expertise.
I want to get their pivots centered at
their respective local origins.
One solution I could think of was that
I could bring the pieces in the
scenes, and then change their pivots
to be at the local center. But, to do
this, i need to be able to change the
pivots using C++ that could change the
pivots of all the pieces. Can I do
that? If yes, I would dance a bit.
The other problem that I am having is
that if I rotate an object along yz
axis, and click enter, unreal
automatically changes it to a xy
rotation. Rotation Input: X=0, Y=90,
Z=20, Unreal changes it to X= -20,
Y=90, and Z=0
Thanks Tim. The main concern is the rotation value alterations.
I just wanted to comment here and see if anyone had any suggestions on how to fix these issues. Thanks.