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USceneComponent::GetComponentRotation

function Engine Since 4.0
#include "Components/SceneComponent.h"
Access: public

Description

Returns the component's world-space rotation as an FRotator. This is the fully composed rotation including all parent contributions, not the local rotation relative to the parent.

Signature

FRotator GetComponentRotation() const

Return Type

FRotator

Caveats & Gotchas

  • Returns world-space rotation. Use GetRelativeRotation() for the rotation relative to the parent.
  • Internally the transform is stored as a quaternion. GetComponentRotation() converts it to FRotator, which has gimbal lock near 90° pitch. Use GetComponentQuat() if you need the quaternion directly.
  • For pointing an actor or projectile in the component's facing direction, combine with GetForwardVector() rather than extracting Yaw manually from the FRotator.

Example

Get a component's world rotation C++
FRotator MuzzleRot = MuzzleComponent->GetComponentRotation();
FVector FireDir = MuzzleRot.Vector(); // forward vector from rotator

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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