RealDocs

UKismetMathLibrary::MakeQuat

function Engine Blueprint Since 4.0
#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());

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.