AActor::K2_AddActorLocalTransform
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Adds a delta transform to the actor in its local reference frame, affecting location, rotation, and scale together. The parameter is named NewTransform in the header but semantically represents a delta.
Caveats & Gotchas
- • Despite the parameter being named NewTransform in the header (a naming inconsistency), it is applied as a delta relative to the actor's current local transform, not as an absolute value.
- • In C++ prefer AddActorLocalTransform, which uses ETeleportType and an optional FHitResult pointer for a more idiomatic API.
Signature
ENGINE_API void K2_AddActorLocalTransform(const FTransform& NewTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| NewTransform | const FTransform& | The delta transform to apply in the actor's local reference frame. | — |
| bSweep | bool | Whether to sweep during the translation portion of the delta. | — |
| SweepHitResult | FHitResult& | Output hit result populated when bSweep is true and a blocking hit occurs. | — |
| bTeleport | bool | If true, physics velocity is preserved. If false, velocity is updated based on the displacement. | — |
Return Type
void Example
Apply a combined local-space delta of offset and rotation C++
FTransform LocalDelta(FRotator(0.f, 45.f, 0.f), FVector(50.f, 0.f, 0.f));
FHitResult Hit;
MyActor->K2_AddActorLocalTransform(LocalDelta, false, Hit, false); See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?