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This undocumented function can be used:

void SetQuaternion(const Quat& q, const bool global=false)

 

The Quat constructor is like this:

Quat(x,y,z,w)

 

If the results don't look as you expect, try multiplying the w value by negative one.

 

You can also just use the Vec3 constructor to convert a Quaternion into a Euler angle:

Vec3::Vec3(const Quat& q)

Let's build cool stuff and have fun. :)

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