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AActor::AddActorLocalRotation

function Engine Blueprint Since 4.0
#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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