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AActor::GetActorEyesViewPoint

function Engine Blueprint Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: virtualconst

Description

Returns the world-space location and rotation representing this actor's eye position and view direction. Used by weapon traces, AI perception, and camera systems to determine where the actor 'sees' from.

Caveats & Gotchas

  • The base AActor implementation returns GetActorLocation() and GetActorRotation(). For pawns, APawn overrides this to apply the eye height offset — always use this virtual rather than reading location directly for trace-from-eyes logic.
  • The rotation returned is the full view rotation (including pitch), unlike GetActorRotation() on a pawn which zeros out pitch; confusing these is a common source of incorrect weapon trace directions.

Signature

ENGINE_API virtual void GetActorEyesViewPoint( FVector& OutLocation, FRotator& OutRotation ) const

Parameters

Name Type Description Default
OutLocation FVector& Filled with the world-space eye location of this actor.
OutRotation FRotator& Filled with the view rotation at the eye location.

Return Type

void

Example

Fire a trace from the actor's eye point C++
FVector EyeLocation;
FRotator EyeRotation;
GetActorEyesViewPoint(EyeLocation, EyeRotation);

FVector TraceEnd = EyeLocation + EyeRotation.Vector() * 5000.f;
FHitResult Hit;
GetWorld()->LineTraceSingleByChannel(Hit, EyeLocation, TraceEnd, ECC_Visibility);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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