APawn::GetActorEyesViewPoint
#include "GameFramework/Pawn.h"
Access: public
Specifiers: virtualoverrideconst
Description
Returns the world-space location and rotation of the pawn's eye point, used by the engine for line-of-sight checks, AI perception, and camera queries. By default, the location is the actor location offset upward by BaseEyeHeight, and the rotation is GetViewRotation().
Caveats & Gotchas
- • This is called frequently by AI perception and sight checks — avoid expensive work in overrides. The default implementation does not account for crouching or custom skeletal socket positions; ACharacter overrides this for crouch support.
- • For AI sight tests the engine calls this on both the perceiver and the target, so an incorrect override can silently break all sight-based AI for pawns using that class.
Signature
virtual void GetActorEyesViewPoint( FVector& Location, FRotator& Rotation ) const override Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Location | FVector& | Output: the world-space position of the pawn's eyes. | — |
| Rotation | FRotator& | Output: the rotation representing the eye's view direction. | — |
Return Type
void Example
Override to use a socket as the eye position C++
void AMyPawn::GetActorEyesViewPoint(FVector& Location, FRotator& Rotation) const
{
if (USkeletalMeshComponent* Mesh = GetMesh())
{
Location = Mesh->GetSocketLocation(TEXT("EyeSocket"));
Rotation = GetViewRotation();
return;
}
Super::GetActorEyesViewPoint(Location, Rotation);
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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