UKismetMathLibrary::Matrix_ConcatenateTranslation
#include "Kismet/KismetMathLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns a new matrix with the given translation vector added to the matrix's existing translation. Equivalent to appending a pure-translation matrix on the right.
Caveats & Gotchas
- • The translation is added in the coordinate space of the matrix's output (world space for a typical model matrix), not in the matrix's local space. If you want local-space offset, transform Translation by the matrix's rotation first.
- • Does not modify the input matrix — the result is a new FMatrix. Chaining multiple calls is safe but each call allocates a new matrix value on the stack.
Signature
static UE_INL_API FMatrix Matrix_ConcatenateTranslation(const FMatrix& M, FVector Translation) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| M | const FMatrix& | The source matrix. | — |
| Translation | FVector | World-space offset to add to the matrix's existing translation. | — |
Return Type
FMatrix Example
Offset a transform matrix without rebuilding it C++
FMatrix Base = MyActor->GetTransform().ToMatrixWithScale();
FVector Offset(0.f, 0.f, 100.f);
FMatrix Shifted = UKismetMathLibrary::Matrix_ConcatenateTranslation(Base, Offset);
// Shifted now represents the same rotation/scale but 100 units higher See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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