Translating Vector3.RotateTowards into Unreal blueprints

Hello!

I’ve trying to translate a Unity C# script into the form of an Unreal Engine blueprint. I’ve been able to figure out how to replicate most things except for “Vector3.RotateTowards()”

I’m not so good at using vectors, usually i search about what i need and fumble about for hours before stumbling upon the solution. But i’m real stuck on this one.

Any help would be much appreciated.

In UE4 terminology this kind of relative values are called “Look at”

Use resolting rotation to rotate the vector

I wasn’t sure about “Look at Rotation” since “Vector3.RotateTowards()” needs two floats for inputs as well as two vectors. Heres the documentation:

I felt like setting a maximum angle and vectorlength is important since the original C# script asks for it.

I think you’re after rInterpTo or vInterpTo.

ah those are interpolation functions and thats how they are called in UE4, Everynone already llinked

I don’t think the UE4 interpolation functions are what i am looking for, i did however try it but it produces a worse result than the route of “Look at Rotation” then rotating the vector.
My two vectors are directions rather than locations, maybe that is why.

The problem with “Look at Rotation” is that the rotation angle can be as large as it wants to be, i want to clamp the angle it rotates by with a radian, which is my float.