I am trying to convert from UE4 coordinates (Z up) to opengl coorinates (Y up) but I cant seem to get around it.
I do this Matrix transforming from X+ right, Y+ up, Z- deep
to Y+ right, Z+ up, X+ deep
[mat = M]
0 1 0 0
0 0 1 0
-1 0 0 0
0 0 0 1
But I end up getting the wrong result and also the rotation....
I get ActorTranfrom from (T) = this->GetTransform()
then FTransform R = T * M
Then I do the R - ToMatrixWithScale() - then get send it to OpenGL backend.
But the orientation is wrong... What am I doing wrong ?