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.
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.
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 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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