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UKismetMathLibrary::Conv_VectorToRotator

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

Description

Returns the FRotator that represents the orientation in which the vector points. Roll is always zero — only Yaw and Pitch are computed.

Caveats & Gotchas

  • Roll is always 0. If you need to preserve roll, use a quaternion-based approach or compute roll separately.
  • Passing a near-zero vector (e.g. FVector::ZeroVector) produces an undefined/garbage rotation. Guard against zero-length vectors before calling.
  • This is a BlueprintAutocast node — Blueprint silently inserts it when a Vector pin is wired to a Rotator input, which can produce unexpected zero-roll rotators if roll was intended.

Signature

static UE_INL_API FRotator Conv_VectorToRotator(FVector InVec);

Parameters

Name Type Description Default
InVec FVector A direction vector to convert into a rotation.

Return Type

FRotator

Example

Make an actor face a target C++
FVector Direction = (TargetActor->GetActorLocation() - Actor->GetActorLocation()).GetSafeNormal();
FRotator LookAtRot = UKismetMathLibrary::Conv_VectorToRotator(Direction);
Actor->SetActorRotation(LookAtRot);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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