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AActor::K2_SetActorRelativeTransform

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

Description

Sets the actor's full transform (location, rotation, and scale) relative to its parent in one call. If the actor has no parent, the transform is applied in world space.

Caveats & Gotchas

  • When the actor has no attachment parent, this behaves identically to K2_SetActorTransform — the 'relative' distinction only matters within an actor hierarchy.
  • In C++ prefer SetActorRelativeTransform, which uses ETeleportType and an optional FHitResult pointer.

Signature

ENGINE_API void K2_SetActorRelativeTransform(const FTransform& NewRelativeTransform, bool bSweep, FHitResult& SweepHitResult, bool bTeleport);

Parameters

Name Type Description Default
NewRelativeTransform const FTransform& The new transform relative to the parent actor (or world if unattached).
bSweep bool Whether to sweep during the translation portion.
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 displacement.

Return Type

void

Example

Snap a child actor to a specific relative transform C++
FTransform RelTransform(FRotator(0.f, 45.f, 0.f), FVector(0.f, 200.f, 0.f), FVector(1.f));
FHitResult Hit;
ChildActor->K2_SetActorRelativeTransform(RelTransform, false, Hit, true);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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