I didn’t! I should have just tried that first. I was just curious if there was a reason to use ShotDirection.Rotation() IE getting the rotation from the vector we just made as opposed to doing it the other way.
I got this error for that line after trying -Rotation() in the final argument place for SpawnEmitterAtLocation (“UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ImpactEffect, Hit.Location, -Rotation());”)
error C2064: term does not evaluate to a function taking 0 arguments
I’m probably just misunderstanding something fundamental about how Rotations work.