RealDocs

AActor::K2_AddActorLocalTransform

function Engine Blueprint Since 4.0
#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);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.