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UKismetMathLibrary::Quat_VectorForward

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

Description

Returns the forward direction (local X axis) after applying this quaternion's rotation. Identical in result to Quat_GetAxisX; offered as a semantic alias for Blueprint readability.

Caveats & Gotchas

  • This is functionally identical to Quat_GetAxisX — both rotate FVector(1,0,0) by Q. In C++ prefer whichever name is clearer; in Blueprint prefer 'Vector Forward' which has a more descriptive display label.
  • The result depends on UE's convention that forward = +X. Code ported from other engines expecting forward = -Z will need to swap axes.

Signature

static UE_INL_API FVector Quat_VectorForward(const FQuat& Q);

Parameters

Name Type Description Default
Q const FQuat& The quaternion representing the orientation.

Return Type

FVector

Example

Spawn effect in front of an oriented object C++
FQuat TurretQuat = TurretMesh->GetComponentQuat();
FVector Forward = UKismetMathLibrary::Quat_VectorForward(TurretQuat);
FVector MuzzlePos = TurretMesh->GetComponentLocation() + Forward * MuzzleOffset;
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), MuzzleFlash, MuzzlePos);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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