Oh I already did what I wanted. My question was about the thinking of having different rotation representations under different circumstances. Specifically values that logically sound like they should give the same result (rotation of an actor) giving different results depending on which node you use in a blueprint.
I’m trying to wrap my head around that way of thinking. With the hope I can at least start to discern a pattern to it. I guess I’m trying to understand the Unreal programmer mentality, because it feels a bit alien to me still (for instance I’d never return different values without an explicit change in purpose).