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UKismetMathLibrary::FindLookAtRotation

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

Description

Returns the rotation needed for an object at Start to face the Target position in world space. Only Pitch and Yaw are computed; Roll is always zero in the result.

Caveats & Gotchas

  • Roll is always 0 in the returned rotator — if you need a roll component, you must add it manually after calling this function.
  • When Start and Target are the same point the function returns a zero rotator rather than asserting, so check for coincident positions if that case should be an error in your logic.
  • The result is in world space. To drive an aim-offset or socket that lives in local space, combine the result with the owning component's inverse rotation using NormalizedDeltaRotator.

Signature

static UE_INL_API FRotator FindLookAtRotation(const FVector& Start, const FVector& Target);

Parameters

Name Type Description Default
Start const FVector& The world position of the observing object.
Target const FVector& The world position to look toward.

Return Type

FRotator

Example

Face a target actor C++
FRotator LookAt = UKismetMathLibrary::FindLookAtRotation(
	GetActorLocation(),
	TargetActor->GetActorLocation());
SetActorRotation(LookAt);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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