The documentation states how the coordinate frame is defined for an actor, not the view. Which world direction is up/down/left/right in a viewport changes with the camera orientation. The RGB coordinate axis preview in the bottom left shows which direction is X+, Y+, Z+ in the active view.
For the top-down view we are observing things from above where actors face X+ (downwards), which makes their right side point left. You can place a character facing X+ in the world and you will see that their right arm is pointing to the left.
As a rule of thumb, use the coordinate axis display in the bottom left to know the current orientation of the view. This preview widget is a standard helper that appears in most 3D applications.
Thanks or answering!
Well if explained like that - this makes sense that top view corresponds to actor, thx.
maybe it’s my preferences to have all of this unified where Y+ is right, X+ forward(upwards).
In my case it cames from how I design map, where I place things mostly in Top view (it’s more precise), so if in that view I place something on the left of player’s spawn point, I want player to have it on his left when he spawns. Current setup makes this in reverse so jumping between perspective - top down adds this another layer of “ok this is other way around now”
I wish that there would be some kind of way to customize that.