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AActor::GetActorLocation

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

Description

Returns the current world-space location of the actor's root component. This is equivalent to `GetRootComponent()->GetComponentLocation()` if a root component exists.

Signature

FVector GetActorLocation() const

Return Type

FVector

Caveats & Gotchas

  • Returns FVector::ZeroVector if there is no root component.
  • For actors that are frequently queried, cache the result rather than calling repeatedly within the same frame — each call goes through the transform hierarchy.
  • To get the actor's local-space pivot offset, use GetActorRelativeLocation() instead; GetActorLocation() always returns world space.

Example

Getting actor location C++
FVector Loc = SomeActor->GetActorLocation();
UE_LOG(LogTemp, Log, TEXT("Actor is at %s"), *Loc.ToString());

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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