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AActor::AddActorWorldTransform

function Engine Since 4.6
#include "GameFramework/Actor.h"
Access: public

Description

Applies a delta transform to this actor in world space, combining the delta rotation and location with the current transform. The resulting scale is always reset to (1,1,1) — use AddActorWorldTransformKeepScale to preserve scale.

Caveats & Gotchas

  • The scale component of DeltaTransform is ignored and the actor's scale is forced to (1,1,1) after the call. This is a frequent source of confusion when actors have non-uniform scale. Use AddActorWorldTransformKeepScale if scale must be preserved.
  • In Blueprint, the exposed node is 'Add Actor World Transform' which wraps K2_AddActorWorldTransform — the C++ method differs in that OutSweepHitResult is a pointer rather than a reference.
  • bSweep only sweeps the root component; child components are not swept. Overlap events are generated along the swept path if the components have overlap events enabled.

Signature

ENGINE_API void AddActorWorldTransform(const FTransform& DeltaTransform, bool bSweep=false, FHitResult* OutSweepHitResult=nullptr, ETeleportType Teleport = ETeleportType::None)

Parameters

Name Type Description Default
DeltaTransform const FTransform& The transform delta to apply in world space. The scale component is ignored — scale is always reset to (1,1,1).
bSweep bool If true, sweeps to the new position and stops at blocking geometry. false
OutSweepHitResult FHitResult* If provided and sweep is enabled, receives the blocking hit result. nullptr
Teleport ETeleportType Whether to teleport physics state (TeleportPhysics) or update velocity based on displacement (None). ETeleportType::None

Return Type

void

Example

Move and rotate an actor by a world-space delta each tick C++
void AMyActor::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
	FTransform Delta(FRotator(0.f, 90.f * DeltaTime, 0.f), FVector(0.f, 0.f, 50.f * DeltaTime));
	AddActorWorldTransform(Delta);
}

Version History

Introduced in: 4.6

Version Status Notes
5.6 stable

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