Unfortunately, they are not in order. For example to create a rotator in C++ the constructor is: FRotator ( float InPitch, float InYaw, float InRoll )

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I was confused for like 3 hours and thought I was dumb, but then I realized that the Yaw is in the X position in C++ and in the Z position in the blueprint editor lol.

I noticed the same thing, it appears to be really silly and annoying but I’m sure there is a historical reason for it. Either way it’s just a small annoyance that you’ll get used to soon enough.

Diffusion filmreplacement

Hello, I just discovered that in rotators, when the pitch (y) goes over 90 or under -90, roll (x) & yaw (z) are subtract by 180 and y goes the over way (the exact formula is y<0 ? (-90 + (-90 -y)) : (90 + (90 -x))) It's causing me...

There is no advantage, and no difference really. It is not confusing if you just use the naming conventions, pitch, yaw, roll. Good luck!

It’s really confusing to me that UE mixes x,y,z rotations with pitch, yaw, and roll rotations. If I make a rotator in C++ for example I have to give the angles in order pitch, yaw and roll. However, in the blueprint class editor, rotations are in x, y, and z. So pitch, yaw and rolls would be y, z, and x… Not only different names, but also a different order. Besides the names and the order, is there any other differences between these two systems? If not, what is the advantage of using both systems in one engine? It seems so pointlessly confusing…

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