UCharacterMovementComponent::RotationRate
#include "GameFramework/CharacterMovementComponent.h"
Access: public
Specifiers: UPROPERTYEditAnywhereBlueprintReadWrite
Description
Change in rotation per second applied when bUseControllerDesiredRotation or bOrientRotationToMovement is enabled.
Caveats & Gotchas
- • A negative value enables an infinite rotation rate, snapping the character instantly to the target rotation instead of interpolating.
- • Has no effect unless bUseControllerDesiredRotation or bOrientRotationToMovement is also true — setting RotationRate alone does nothing.
- • Only the Yaw component is used by the default rotation logic; Pitch and Roll are typically left at zero for ground-based characters.
Signature
FRotator RotationRate Example
Enable smooth turning C++
GetCharacterMovement()->bOrientRotationToMovement = true;
GetCharacterMovement()->RotationRate = FRotator(0.f, 540.f, 0.f); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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