This makes very little sense to me. Anyone got any idea why?
I used GetBaseAimRotation on my character, split the pin into roll/pitch/yaw to get the yaw for a compass HUD element. It gives me 0-180 to the right, then goes to -180 to -0 on the left. Fair enough, although I don’t quite see why the yaw rotation should come out as anything other than 0…360 or 0…1 or whatever. Rotation should be rotation after all.
So that one was a bust, next I tried GetActorRotation. Same deal, its got -0 to -180 then goes to 180 back to 0.
Then I try GetControlRotation and this time it goes 0…360 as I wanted.
My point being, why is it not consistent? This is literally meant to be representing the same rotation values. Yet the ranges returned are wildly different. I mean, they are all pointing to the same actor, they all presumably get their values from the transform, so why are they interpreted differently? I was expecting a continuous value from the yaw component of the rotation (as per the control rotations values), so what gives with the other values? Look like some cosine angle value or something.
Its the kind of thing that trips people up if they don’t know about the various options, so I’m wondering what the thinking might be for this kind of thing.