http://blog.csdn.net/candycat1992/article/details/41254799
四元数旋转可以避免万向节锁现象
void AMyCharacter::MoveRight(float val)
{
const FQuat Rotation = GetActorQuat();
const FVector Direction = FQuatRotationMatrix(Rotation).GetScaledAxis(EAxis::Y);
AddMovementInput(Direction, val);
}
欧拉旋转不能避免万向节锁现象
void AMyCharacter::MoveRight(float val)
{
const FRotator Rotation = GetActorQuat();
const FVector Direction = FRotationMatrix(Rotation).GetScaledAxis(EAxis::Y);
AddMovementInput(Direction, val);
}