UCharacterMovementComponent::GetWorldToGravityTransform
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: const
Description
Returns the cached quaternion that transforms vectors from world space into gravity-relative space, based on the current custom gravity direction.
Caveats & Gotchas
- • Only meaningful when using custom gravity (SetGravityDirection with a non-default direction) — with default down-gravity this is effectively identity.
- • This is a cached value updated by SetGravityDirection(), not recomputed on every call; if you mutate gravity direction through means other than SetGravityDirection, the cache can go stale.
- • Not Blueprint-exposed — use RotateWorldToGravity()/RotateGravityToWorld() helper wrappers if you just need to transform a vector rather than the raw quaternion.
Signature
FQuat GetWorldToGravityTransform() const { return WorldToGravityTransform; } Return Type
FQuat Example
Manually transforming a vector into gravity space C++
void UMyCharacterMovementComponent::AlignToGravitySpace(const FVector& WorldVector)
{
const FQuat WorldToGravity = GetWorldToGravityTransform();
const FVector GravitySpaceVector = WorldToGravity.RotateVector(WorldVector);
} See Also
Tags
Version History
Introduced in: 5.4
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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