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AActor::K2_AddActorWorldOffset

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

Description

Adds a delta to the actor's world-space location. This is the Blueprint-exposed version of AddActorWorldOffset; in C++ prefer calling AddActorWorldOffset directly for cleaner syntax.

Caveats & Gotchas

  • The K2_ prefix marks this as the Blueprint (Kismet 2) wrapper — in C++ code, call AddActorWorldOffset instead, which uses ETeleportType and optional hit result pointers rather than the bool/ref signature.
  • Only the RootComponent participates in the sweep — child components are moved without collision checks. If bSweep is false and physics is active, attached simulated components (e.g., ragdoll parts) will not follow unless bTeleport is true.

Signature

ENGINE_API void K2_AddActorWorldOffset(FVector DeltaLocation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport);

Parameters

Name Type Description Default
DeltaLocation FVector The change in location to apply in world space.
bSweep bool If true, sweeps to the destination and stops if blocked. Only the root component is swept.
SweepHitResult FHitResult& Output hit result populated when bSweep is true and a blocking hit occurs.
bTeleport bool If true, physics velocity is preserved (teleport semantics). If false, velocity is updated based on displacement.

Return Type

void

Examples

Nudge the actor 100 units along the world X axis on BeginPlay Blueprint
Event BeginPlay Add Actor World Offset Target is Actor Delta Location Sweep true Teleport false Sweep Hit Result Make Vector X 100.0 Y 0.0 Z 0.0 Return Value Return Value
Edit Blueprint graph Nudge the actor 100 units along the world X axis on BeginPlay
Drag node headers to move · Drag from an output pin to an input pin to connect · Scroll to zoom · Right-click for actions
Nudge an actor forward in world space with sweep C++
// Prefer AddActorWorldOffset in C++; K2_ is for Blueprint bindings
FHitResult Hit;
MyActor->K2_AddActorWorldOffset(FVector(100.f, 0.f, 0.f), true, Hit, false);
if (Hit.bBlockingHit)
{
    UE_LOG(LogTemp, Log, TEXT("Blocked by %s"), *Hit.GetActor()->GetName());
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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