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UKismetMathLibrary::MakeTransform

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

Description

Constructs a FTransform from separate location, rotation, and scale components. The canonical Blueprint 'Make Transform' node; frequently used when building spawn or attachment transforms.

Caveats & Gotchas

  • FRotator is converted to a quaternion internally — yaw, pitch, roll application order follows Unreal's ZYX convention. If the rotation source is already a quaternion (e.g., from another math operation), avoid the FRotator round-trip by constructing FTransform directly in C++.
  • Scale of (0, 0, 0) is accepted without error but will produce a degenerate transform that causes NaNs when inverted (e.g., in InverseTransformLocation). Always validate scale before passing to transform chain operations.

Signature

static UE_INL_API FTransform MakeTransform(FVector Location, FRotator Rotation, FVector Scale = FVector(1,1,1))

Parameters

Name Type Description Default
Location FVector World-space or local-space position.
Rotation FRotator Orientation expressed as pitch, yaw, roll.
Scale FVector Non-uniform scale. Defaults to (1, 1, 1). FVector(1,1,1)

Return Type

FTransform

Example

Build a spawn transform C++
FTransform SpawnTM = UKismetMathLibrary::MakeTransform(
    FVector(0, 0, 200),
    FRotator(0, 90, 0),
    FVector(1, 1, 1)
);
World->SpawnActor<AMyActor>(AMyActor::StaticClass(), SpawnTM);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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