UKismetMathLibrary::Conv_Vector4ToQuaternion
#include "Kismet/KismetMathLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPureBlueprintAutocast
Description
Converts a FVector4 direction into a FQuat orientation that points in that direction with no roll. Preserves the world up vector, similar to Conv_VectorToQuaternion.
Caveats & Gotchas
- • The W component of InVec is ignored — only XYZ direction is used. Passing a point (W=1) instead of a direction will still be treated as a direction.
- • If you don't need to preserve the up vector, FindBetweenVectors(ForwardVector, InVec) is faster because it avoids the internal FRotator construction step.
- • The input vector does not need to be normalized, but passing a zero-length vector produces an undefined result (quaternion identity in practice, but this is not guaranteed).
Signature
static UE_INL_API FQuat Conv_Vector4ToQuaternion(const FVector4& InVec) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InVec | const FVector4& | The direction vector to convert. Treated as a directional vector; W component is ignored. | — |
Return Type
FQuat Example
Orient an actor toward a world-space direction stored in a Vector4 C++
FVector4 FacingDir(1.0, 0.5, 0.0, 0.0);
FQuat Orientation = UKismetMathLibrary::Conv_Vector4ToQuaternion(FacingDir);
MyActor->SetActorRotation(Orientation); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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