UKismetMathLibrary::MakeRotFromZX
#include "Kismet/KismetMathLibrary.h"
Access: public
Specifiers: staticBlueprintPure
Description
Builds a rotator with Z fixed as the up axis and X adjusted for orthogonality, computing Y as the cross product. Commonly used for aligning objects to a surface normal while keeping a forward-direction hint.
Caveats & Gotchas
- • Z is preserved exactly; X may be modified. If you need X preserved instead, use MakeRotFromXZ.
- • This is the typical choice for surface-aligned objects (decals, grass) where the surface normal (Z) is critical and the facing direction (X) is secondary.
Signature
static UE_INL_API FRotator MakeRotFromZX(const FVector& Z, const FVector& X); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Z | const FVector& | Primary (fixed) up axis. | — |
| X | const FVector& | Secondary forward axis, adjusted for orthogonality. | — |
Return Type
FRotator Example
Place a decal flush to a wall with a facing hint C++
FVector WallNormal = HitResult.ImpactNormal;
FVector ForwardHint = CameraComponent->GetForwardVector();
FRotator DecalRot = UKismetMathLibrary::MakeRotFromZX(WallNormal, ForwardHint);
DecalComp->SetWorldRotation(DecalRot); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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