So i’ve been trying to wrap my head around some 3d vector math recently and got stuck at rotations.
If i have an actor and within that actor i have a static mesh component that i want to rotate in local space, lets say pitch it up 45 degrees. After i pitched it those 45 degrees, lets say i want to roll it 90 degrees but relative to it’s current 45 degrees rotation, how do i do that? I tried using add relative rotation, but for some reason it seems like the axes it’s rotating about is not relative to the first 45 pitche rotation i did.
Only other solution i can think of, is to employ a custom rotation logic, which i obviously would rather not do, if it’s just possible with the standard rotation nodes. If this problem is not clear, i’ll post some pictures later to visualize what i want to do.