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UKismetMathLibrary::FindRelativeLookAtRotation

function Engine Blueprint Since 4.20
#include "Kismet/KismetMathLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintPure

Description

Returns the local-space rotator (clamped to [-180, 180] per axis) that an object with StartTransform needs to face TargetLocation. Useful for aim offsets and procedural look-at animation.

Caveats & Gotchas

  • The result is in local (relative) space, not world space — passing it directly to SetActorRotation will produce incorrect results. Use it as an aim-offset delta on top of the base rotation.
  • Yaw is computed as azimuth relative to the StartTransform forward vector, so the output changes if the character's facing direction changes even if neither the object nor target has moved.

Signature

static ENGINE_API FRotator FindRelativeLookAtRotation(const FTransform& StartTransform, const FVector& TargetLocation);

Parameters

Name Type Description Default
StartTransform const FTransform& The world transform of the observing object, including its current orientation.
TargetLocation const FVector& World position to look toward.

Return Type

FRotator

Example

Compute aim offset for a character looking at a target C++
FRotator AimOffset = UKismetMathLibrary::FindRelativeLookAtRotation(
	GetActorTransform(),
	TargetActor->GetActorLocation());
// Feed AimOffset.Pitch / AimOffset.Yaw into your AnimBlueprint aim-offset node

Version History

Introduced in: 4.20

Version Status Notes
5.6 stable

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