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USceneComponent::GetComponentLocation

function Engine Since 4.0
#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());

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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