ACharacter::GetBaseRotationOffsetRotator
#include "GameFramework/Character.h"
Access: public
Specifiers: constUFUNCTIONBlueprintCallable
Description
Returns the cached mesh rotation offset from the capsule as an FRotator. Blueprint-accessible wrapper for GetBaseRotationOffset().
Caveats & Gotchas
- • The FQuat-to-FRotator conversion can introduce gimbal lock edge cases at extreme rotations — if you need the full quaternion precision, call GetBaseRotationOffset() directly in C++.
- • The ScriptName metadata means this is exposed to Blueprints as "GetBaseRotationOffset" — the same display name as the C++ quaternion version, which can cause confusion in mixed-language projects.
Signature
UFUNCTION(BlueprintCallable, Category=Character, meta=(DisplayName="Get Base Rotation Offset", ScriptName="GetBaseRotationOffset"))
FRotator GetBaseRotationOffsetRotator() const { return GetBaseRotationOffset().Rotator(); } Return Type
FRotator Example
Read mesh rotation offset in Blueprint-driven code C++
FRotator RotOffset = GetBaseRotationOffsetRotator();
UE_LOG(LogTemp, Log, TEXT("Mesh rotation offset: %s"), *RotOffset.ToString()); Tags
Version History
Introduced in: 4.6
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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