Understanding Rotation between blender/unreal.

Hey

I’m trying to understand How to import spinning things like wheels into unreal.

My wheel currently in blender sits at 76 degrees.

I thought putting my wheel’s location and rotation flat at 0,0,0 in blender would give it the correct origin (Rotation) when importing it into unreal, then adjusting the wheel to the 76 degrees would accurately represent the wheel in blender with the correct angle for spinning.

In editor, If I adjust the yaw, It does spin correctly. But Unreal automatically updates the XYZ together using Quats maths (I think) to keep it visually spinning correctly while manipulating Yaw in editor.

However, doing this in blueprints is causing an issue.

I can use a “add local rotation” to get the correct result I see In editor, But id rather use a “set node” as to not get the multiply effect from add nodes.

Anyone have any ideas on the maths required to rotate an off axis wheel with a “set relative rotation” node?

TLDR: Trying to understand rotation in unreal when the object is not perfectly aligned with x y or z?