
I was poking about with RivalsGameplayEntity:SetMeshRotationCenter(float Angle) only to discover that if you set the angle to be outside the 0-360 range, it gets clamped. While I can work around this, it gets very annoying to have to manually wrap function results. Even if the underlying netcode can’t handle it, at least the Lua interface should be able to allow rotations/angles to be freely wrapped.


The intended workflow for this would be to call it like this RivalsGameplayEntity:SetMeshRotationCenter(400 % 360)