AActor::AddActorLocalRotation
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtual
Description
Adds a delta rotation to this actor in its own local reference frame. Use this when rotating relative to the actor's current facing rather than world axes.
Signature
void AddActorLocalRotation(FRotator DeltaRotation, bool bSweep=false, FHitResult* OutSweepHitResult=nullptr, ETeleportType Teleport = ETeleportType::None) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| DeltaRotation | FRotator | The delta rotation to add in actor-local space. | — |
| bSweep | bool | Whether to sweep and check for blocking collision along the rotation arc. Sweep is not currently supported for rotation and has no effect. | false |
| OutSweepHitResult | FHitResult* | Optional hit result from the sweep, if bSweep is true. | nullptr |
| Teleport | ETeleportType | Whether to teleport physics state. ETeleportType::TeleportPhysics preserves velocity; ETeleportType::None updates it based on the rotation change. | ETeleportType::None |
Return Type
void Caveats & Gotchas
- • A second overload accepts FQuat instead of FRotator: AddActorLocalRotation(const FQuat& DeltaRotation, ...).
- • Rotation sweep is not implemented — bSweep has no effect on rotation-only moves.
- • For world-space rotation deltas, use AddActorWorldRotation() instead.
Example
Spin an actor around its own up axis each tick C++
void AMyActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
AddActorLocalRotation(FRotator(0.f, 90.f * DeltaTime, 0.f));
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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