There is a function in Unity named ToAngleAxis.
You give it a quaternion, let’s call ours “rotation”, and it gives you two variables back, which we’ll call “angle” (a float) and “axis” (a vector 3).
So the syntax would be something like this:
Quaternion rotation;
float angle;
Vector3 axis;
rotation.ToAngleAxis(out angle, out axis);
Is there an equivalent function in blueprint that I’m just not seeing? Or am I going to have to roll my own here?