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AActor::GetActorTransform

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

Description

Returns the full world-space transform (location, rotation, scale) of the actor's root component as an FTransform. More efficient than querying location, rotation, and scale separately when you need more than one.

Caveats & Gotchas

  • Returns the transform of the root component. Actors without a root component return the identity transform.
  • Returns a const reference into the component's transform cache. Do not store the reference — copy the FTransform if you need to keep it past the current frame.
  • For physics-simulated actors, the transform may be one frame behind the physics simulation. Read from the physics body directly via GetBodyInstance() if sub-frame accuracy is required.

Signature

const FTransform& GetActorTransform() const

Return Type

const FTransform&

Examples

Copy another actor's transform to self on BeginPlay Blueprint
Event BeginPlay Set Actor Transform Target is Actor New Transform Sweep false Teleport false Return Value Get Actor Transform Target is Actor Target Return Value Source Actor Source Actor Source Actor
Edit Blueprint graph Copy another actor's transform to self on BeginPlay
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Copying transform to another actor C++
FTransform T = SourceActor->GetActorTransform();
TargetActor->SetActorTransform(T);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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