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AActor::K2_AddActorWorldRotation

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

Description

Adds a delta rotation to the actor's current world-space rotation. The Blueprint-exposed counterpart to AddActorWorldRotation.

Caveats & Gotchas

  • bSweep is accepted but currently has no effect for rotation — sweeping during rotation is not implemented. Do not rely on SweepHitResult being populated.
  • In C++ prefer AddActorWorldRotation, which also accepts an FQuat overload for gimbal-lock-free rotation. Repeated FRotator additions can accumulate floating-point error; normalize periodically.

Signature

ENGINE_API void K2_AddActorWorldRotation(FRotator DeltaRotation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport);

Parameters

Name Type Description Default
DeltaRotation FRotator The change in rotation to apply in world space.
bSweep bool Whether to sweep during the rotation (not currently supported for rotation — has no effect).
SweepHitResult FHitResult& Output hit result; will not be populated since sweep is not supported for rotation.
bTeleport bool If true, physics velocity is preserved. If false, physics velocity is updated based on the angular displacement.

Return Type

void

Examples

Rotate the actor 5 degrees around the world Z axis each tick Blueprint
Event Tick Delta Seconds Delta Seconds Add Actor World Rotation Target is Actor Delta Rotation Sweep false Teleport false Make Rotator Pitch 0.0 Yaw 5.0 Roll 0.0 Return Value Return Value
Edit Blueprint graph Rotate the actor 5 degrees around the world Z axis each tick
Drag node headers to move · Drag from an output pin to an input pin to connect · Scroll to zoom · Right-click for actions
Spin an actor 90 degrees around the Z axis C++
FHitResult Hit;
MyActor->K2_AddActorWorldRotation(FRotator(0.f, 90.f, 0.f), false, Hit, false);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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