AActor::GetActorTransform
#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
Copying transform to another actor C++
FTransform T = SourceActor->GetActorTransform();
TargetActor->SetActorTransform(T); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?