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UGameplayStatics::RebaseLocalOriginOntoZero

function Engine Blueprint Since 4.5
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticBlueprintPure

Description

Converts a local world-space position (relative to the current shifted origin) into an absolute origin-based position suitable for storage or network transmission. The inverse of RebaseZeroOriginOntoLocal.

Caveats & Gotchas

  • The naming is counterintuitive: 'local' here refers to the shifted coordinate system, not object-local space — the result is the absolute integer-origin-based position.
  • This is a pure math operation using the current origin at the time of the call; if the origin shifts again before you use the result, the stored value will be incorrect.
  • Intended for serialization and networking where positions must be expressed relative to a known fixed origin rather than the current shifted origin.

Signature

static ENGINE_API FVector RebaseLocalOriginOntoZero(UObject* WorldContextObject, FVector WorldLocation);

Parameters

Name Type Description Default
WorldContextObject UObject* Any UObject within the world to provide world context.
WorldLocation FVector A location expressed relative to the current shifted world origin.

Return Type

FVector

Example

Serialize actor position for network replication C++
// Convert current actor position to absolute coords before sending over network
FVector AbsolutePos = UGameplayStatics::RebaseLocalOriginOntoZero(this, TrackedActor->GetActorLocation());
SendPositionToServer(AbsolutePos);

Version History

Introduced in: 4.5

Version Status Notes
5.6 stable

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