UKismetMathLibrary::MakeQuat
#include "Kismet/KismetMathLibrary.h"
Access: public
Specifiers: staticBlueprintPure
Description
Constructs an FQuat from explicit X, Y, Z, W components. Used primarily by the Blueprint Make node for FQuat.
Caveats & Gotchas
- • The function does not validate or normalize the input — if X²+Y²+Z²+W² ≠ 1 the resulting quaternion will scale geometry when used in transforms rather than purely rotating it.
- • In C++ prefer FQuat(X, Y, Z, W) directly; MakeQuat exists as the NativeMakeFunc so Blueprint can construct FQuat values.
Signature
static UE_INL_API FQuat MakeQuat(float X, float Y, float Z, float W) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| X | float | X component of the quaternion. | — |
| Y | float | Y component of the quaternion. | — |
| Z | float | Z component of the quaternion. | — |
| W | float | W (scalar) component of the quaternion. | — |
Return Type
FQuat Example
Construct and normalize a quaternion from raw components C++
FQuat Q = UKismetMathLibrary::MakeQuat(0.0f, 0.0f, 0.7071f, 0.7071f); // ~90° around Z
Q.Normalize();
ActorToRotate->SetActorRotation(Q.Rotator()); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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