Understanding Aerial rotations

OK, so I’ve been digging around a lot more to figure out how to rotate pawns correctly in game. (This is just a bit of an update for me to keep track of where I am as I bounce around alot with work)

The Euler angles and gimbal lock cause massive issues.

However, you could use impulse/angular velocity/torque to rotate with instead and let unreal figure it out with simulated physics.
This causes another issue, axes that collide incorrectly :smiling_face_with_tear: (why is this so difficult for such a basic core function)

So chatgpt has mentioned the way to get around this is to use “Use Quaternions for Combined Rotations”

Now we can’t really use quaternions due to unreals strange decision to limit access to them in blueprints, But we could maybe use either the “quats to rotator” or “rotator to quat” nodes to figure something out.

This however gets another roadblock, that you can’t directly use these nodes with angularvelocity/torque/impulse due to them using a vector. :smiling_face_with_tear:

So Currently I’m seeing 2 options.

  • Figure out rotations with vectors to create the right spin. eg. a 360 flip (360 on 2 axes at the same time)
  • Learn quaternion maths to figure out the right equation needed to send the pawn on the correct path through.

All so I can just…spin a pawn.