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What you're referring to is called billboarding. It is usually achieved using a custom vertex shader. For example:
http://www.opengl-tutorial.org/intermediate-tutorials/billboards-particles/billboards/

If you want to rotate the quad instead, you can do that, it's just a bit unusual, but it will still work unless you have multiple cameras looking at the same sprite.
If I remember correctly, the rotation field of the Transform component has a look_at method (or constructor, in that case you have to do Quat::look_at), and put as the parameter the position of the camera.

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