FVector::RotateAngleAxis
#include "Math/Vector.h"
Access: public
Specifiers: const
Description
Returns this vector rotated around the given axis by AngleDeg degrees, using Rodrigues' rotation formula. Does not modify the original vector.
Signature
TVector<T> RotateAngleAxis(const T AngleDeg, const TVector<T>& Axis) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| AngleDeg | float | Angle to rotate by, in degrees. | — |
| Axis | const FVector& | The axis to rotate around. Should be a unit vector. | — |
Return Type
FVector Caveats & Gotchas
- • Angle is in degrees, not radians — consistent with FRotator but opposite to FMath::Sin/Cos. Easy to mix up when computing Axis from trig functions.
- • Axis should be normalised. Passing a non-unit axis produces a scaled result, not a pure rotation.
- • Internally converts degrees to radians via FMath::DegreesToRadians. Use RotateAngleAxisRad for the raw-radians variant if calling in a tight loop.
Example
Orbit a point around an axis C++
// Rotate the forward vector 45 degrees around the world up axis
FVector RotatedDir = GetActorForwardVector().RotateAngleAxis(45.0f, FVector::UpVector);
// Spin a spawn offset around the actor's up vector each frame
SpawnOffset = SpawnOffset.RotateAngleAxis(RotationSpeed * DeltaTime, GetActorUpVector()); See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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