FRotator TurretRotation = FVector(LookAtTargetCleaned - StartLocation).Rotation();
why do we need do subtract The StartLocation? I mean couldn’t we just put
FRotator TurretRotation = FVector(LookAtTargetCleaned).Rotation();
I think it would be helpfull if the instructor would explain more things like: does SetWorldRotation act on a global axis or or does it somehow add the given rotation the the object.