AActor::AddActorLocalOffset
#include "GameFramework/Actor.h"
Access: public
Description
Moves the actor by a delta offset expressed in the actor's local space. Use this instead of AddActorWorldOffset when the movement direction should be relative to the actor's current orientation.
Caveats & Gotchas
- • DeltaLocation is in local space. Passing a world-space delta will give incorrect results if the actor is rotated. Use AddActorWorldOffset for world-space deltas.
- • When used on a physics-simulating actor without ETeleportType::TeleportPhysics, physics will override the position immediately. Use AddForce or SetPhysicsLinearVelocity for physics actors.
- • Calling this every frame with bSweep=true is expensive. Profile when used on large numbers of actors.
- • Blueprint-exposed equivalent is K2_AddActorLocalOffset.
Signature
void AddActorLocalOffset(FVector DeltaLocation, bool bSweep=false, FHitResult* OutSweepHitResult=nullptr, ETeleportType Teleport = ETeleportType::None) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| DeltaLocation | FVector | Offset in the actor's local space to apply. | — |
| bSweep | bool | If true, sweeps through the world for collision, stopping at the first blocking hit. | false |
| OutSweepHitResult | FHitResult* | Optional output populated with sweep hit data when bSweep is true. | nullptr |
| Teleport | ETeleportType | Controls physics velocity reset behaviour. | ETeleportType::None |
Return Type
void Example
Move forward in local space each tick C++
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
AddActorLocalOffset(FVector(100.f * DeltaTime, 0.f, 0.f));
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?