AActor::K2_AddActorWorldTransform
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Adds a delta transform to the actor in world space. Unlike K2_AddActorWorldTransformKeepScale, this function ignores the scale component of DeltaTransform and resets the actor's scale to (1,1,1).
Caveats & Gotchas
- • The scale in DeltaTransform is silently discarded and the actor's world scale is forced to (1,1,1) — if you need to preserve or modify scale, use K2_AddActorWorldTransformKeepScale instead.
- • In C++ prefer AddActorWorldTransform for cleaner parameter syntax (ETeleportType enum, optional pointer for hit results).
Signature
ENGINE_API void K2_AddActorWorldTransform(const FTransform& DeltaTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| DeltaTransform | const FTransform& | The delta transform to apply. The scale component is ignored — the actor's scale is reset to (1,1,1). | — |
| bSweep | bool | Whether to sweep to the new location 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, physics velocity is updated based on displacement. | — |
Return Type
void Example
Apply a world-space delta transform, resetting scale C++
FTransform Delta(FRotator(0.f, 45.f, 0.f), FVector(50.f, 0.f, 0.f), FVector(2.f, 2.f, 2.f));
FHitResult Hit;
// Scale in Delta is ignored — actor scale becomes (1,1,1)
MyActor->K2_AddActorWorldTransform(Delta, false, Hit, false); See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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