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UKismetMathLibrary::BreakRotIntoAxes

function Engine Blueprint Since 4.0
#include "Kismet/KismetMathLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintPure

Description

Converts a rotator into its three orthogonal unit-vector axes (forward, right, up) in world space. Equivalent to calling GetForwardVector, GetRightVector, and GetUpVector in a single call.

Caveats & Gotchas

  • The output vectors are in world space relative to the rotator's frame — if InRot is already a local-space rotator, the axes will also be in local space and may need to be transformed to world space before use.
  • Prefer this over three separate GetForwardVector/GetRightVector/GetUpVector calls when you need all three axes, as it computes the rotation matrix only once.

Signature

static ENGINE_API void BreakRotIntoAxes(const FRotator& InRot, FVector& X, FVector& Y, FVector& Z);

Parameters

Name Type Description Default
InRot const FRotator& The rotator to decompose.
X FVector& Receives the forward (X) axis unit vector.
Y FVector& Receives the right (Y) axis unit vector.
Z FVector& Receives the up (Z) axis unit vector.

Return Type

void

Example

Get all three orientation axes at once C++
FVector Forward, Right, Up;
UKismetMathLibrary::BreakRotIntoAxes(GetActorRotation(), Forward, Right, Up);
// Use Forward/Right/Up for projectile direction, strafe, or jump direction

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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