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UKismetMathLibrary::GetAzimuthAndElevation

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

Description

Decomposes a world-space direction vector into Azimuth and Elevation angles expressed relative to a given reference frame. Useful for targeting systems where angles are needed in a turret's or character's local space.

Caveats & Gotchas

  • Unlike GetYawPitchFromVector, this function requires an explicit reference frame — pass the actor's world transform when you need angles relative to the actor's facing direction rather than world axes.
  • The output angles are non-clamped, matching the behaviour of GetYawPitchFromVector. Do not assume Azimuth is always in [-180, 180] without clamping it yourself.

Signature

static ENGINE_API void GetAzimuthAndElevation(FVector InDirection, const FTransform& ReferenceFrame, float& Azimuth, float& Elevation);

Parameters

Name Type Description Default
InDirection FVector World-space direction vector to convert.
ReferenceFrame const FTransform& The transform that defines the local frame (e.g. an actor's world transform).
Azimuth float& Output azimuth (yaw) angle in degrees relative to the reference frame.
Elevation float& Output elevation (pitch) angle in degrees relative to the reference frame.

Return Type

void

Example

Compute turret aim angles relative to vehicle orientation C++
FVector TargetDir = UKismetMathLibrary::GetDirectionUnitVector(
    TurretBase->GetComponentLocation(),
    TargetLocation);
float Azimuth, Elevation;
UKismetMathLibrary::GetAzimuthAndElevation(
    TargetDir,
    TurretBase->GetComponentTransform(),
    Azimuth,
    Elevation);
// Azimuth/Elevation are now in turret-local degrees

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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