UKismetMathLibrary::MakeTransform
#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); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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