Just a quick question. In this line, should it be FVector(x,y,z) instead(as they are the result of rotational matrix times (0,0,1))? I am not sure I understand why it's necessary to negate the (x,y) components of the thrust in the inertial frame?
PS: I haven't run your project in UE editor yet, just skimming through your code. I'm looking forward to writing my drone simulation in UE as well. You're pretty good, @simondlevy!
Just a quick question. In this line, should it be FVector(x,y,z) instead(as they are the result of rotational matrix times (0,0,1))? I am not sure I understand why it's necessary to negate the (x,y) components of the thrust in the inertial frame?
PS: I haven't run your project in UE editor yet, just skimming through your code. I'm looking forward to writing my drone simulation in UE as well. You're pretty good, @simondlevy!