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UKismetMathLibrary::Conv_VectorToQuaternion

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

Description

Returns the FQuat orientation corresponding to the direction the vector points, with zero roll. Equivalent to converting via Conv_VectorToRotator and then to quaternion.

Caveats & Gotchas

  • Roll is always zero, just as with Conv_VectorToRotator. If you need roll, construct the quaternion explicitly using FQuat(Axis, AngleRad) or FRotator's Quaternion() method.
  • Passing a zero-length vector produces an invalid (degenerate) quaternion. Always guard with InVec.IsNearlyZero() if the vector may be zero.
  • This is a BlueprintAutocast node. Blueprint silently inserts it when a Vector is wired to a Quat input — the zero-roll constraint can be a non-obvious source of bugs.

Signature

static UE_INL_API FQuat Conv_VectorToQuaternion(FVector InVec);

Parameters

Name Type Description Default
InVec FVector A direction vector to convert into an orientation quaternion.

Return Type

FQuat

Example

Rotate a mesh component to face an aim direction C++
FVector AimDir = (Target->GetActorLocation() - Turret->GetActorLocation()).GetSafeNormal();
FQuat AimQuat = UKismetMathLibrary::Conv_VectorToQuaternion(AimDir);
TurretMesh->SetWorldRotation(AimQuat);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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