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 havenāt experimented with this, but mismatching rotator formats may also cause issues when using Combine, Delta, Interpolation, Lerp, etc.
One way to convert your āControl rotatorā or āNormalized rotatorā to a āStandard rotatorā format is to use quaternionsā¦ the āToQuaternion (Rotator)ā and āToRotator (Quat)ā nodes in sequence.
I havenāt found a way to convert a āStandard rotatorā to a āControl rotatorā or a āNormalized rotatorāā¦ i.e. the other direction.
Anyway, this had me puzzled for ages, so I just thought it might be useful