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 haven’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 rotator’ or ā€˜Normalized rotator’ to a ā€˜Standard rotator’ format is to use quaternions… the ā€˜ToQuaternion (Rotator)’ and ā€˜ToRotator (Quat)’ nodes in sequence.

I haven’t found a way to convert a ā€˜Standard rotator’ to a ā€˜Control rotator’ or a ā€˜Normalized rotator’… 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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