Seems the only way to get the relative rotation of a static mesh component (in this case the Turret) is with:
FRotator(Turret->GetRelativeTransform().GetRotation())
Whereas
Turret->GetComponentRotation()
Returns the rotation in world space.
Seems the only way to get the relative rotation of a static mesh component (in this case the Turret) is with:
FRotator(Turret->GetRelativeTransform().GetRotation())
Whereas
Turret->GetComponentRotation()
Returns the rotation in world space.