USceneComponent::GetComponentLocation
#include "Components/SceneComponent.h"
Access: public
Description
Returns the component's world-space location. This reflects the fully resolved transform after applying the parent hierarchy, unlike GetRelativeLocation() which returns only the local offset from the parent.
Caveats & Gotchas
- • Returns world-space position, not relative to parent. Use GetRelativeLocation() if you need the local offset.
- • The Blueprint-callable version is K2_GetComponentLocation (exposed as 'Get World Location'). In C++ you can call GetComponentLocation() directly for the inline version.
- • For skeletal mesh bone/socket positions, use GetSocketLocation() instead — GetComponentLocation() returns the mesh component's root origin, not individual bone positions.
Signature
FVector GetComponentLocation() const Return Type
FVector Example
Get a component's world position C++
FVector MuzzlePos = MuzzleComponent->GetComponentLocation();
SpawnProjectileAt(MuzzlePos, MuzzleComponent->GetComponentRotation()); See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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