Set rotation actor with impact normal

There is a slightly cleaner way to solve this issue. My answer is a few years late, but found this on a Google search, so leaving a response for people finding this in the future.

Grab the impact normal from your hit result and pass it as the forward vector on a MakeRotationFromAxis node (leave the other two vectors at zero. Apply the resulting rotation to whichever actor you want to match the surface of your hit object.

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