The 3 rotation formats in Blueprints - 1) Get Actor Rotation 2) Control Rotation 3) Normalized Rotation

I honestly just figured this out, but it can be useful to know that UE5 blueprints uses 3 different formats for rotators.

Standard rotation:
Roll: +/- 0 to 180
Pitch: +/- 0 to 90 (this is a bit confusing, but it goes up and back down)
Yaw: +/- 0 to 180

Control rotation:
Roll: 0 to 360
Pitch: 0 to 360
Yaw: 0 to 360

Normalized rotation:
Roll: +/- 0 to 180
Pitch: +/- 0 to 180
Yaw: +/- 0 to 180

This is one reason (among others) that breaking and making rotators needs some caution. Also, I havenā€™t experimented with this, but mismatching rotator formats may also cause issues when using Combine, Delta, Interpolation, Lerp, etc.

One way to convert your ā€˜Control rotatorā€™ or ā€˜Normalized rotatorā€™ to a ā€˜Standard rotatorā€™ format is to use quaternionsā€¦ the ā€˜ToQuaternion (Rotator)ā€™ and ā€˜ToRotator (Quat)ā€™ nodes in sequence.

I havenā€™t found a way to convert a ā€˜Standard rotatorā€™ to a ā€˜Control rotatorā€™ or a ā€˜Normalized rotatorā€™ā€¦ i.e. the other direction.

Anyway, this had me puzzled for ages, so I just thought it might be useful :wink:

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