I don’t understand how this new method is filtering out the Z axis (Yaw), because the previous method (previous lesson) with AddActorWorldRotation had Z axis (Yaw) at zero also, and nothing was influencing it. Please help, thanks.
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That’s @Tuomo_Taivainen for UBP
I keep forgetting that. Thanks.
Setting actor rotation, as opposed to adding to current rotation, does filter out unwanted values in the Z-Axis. This has to do with vector and rotation math that the engine does and adding values to a rotation effects ALL axes of rotation, even if it’s just one axis.
Setting rotation directly bypasses that math and just tells the engine to set rotation to the exact values we want it to.
Thnx for the info, I had the same question.