RealDocs

50 results for "rotation"

property
UCharacterMovementComponent::RotationRate Engine

Change in rotation per second applied when bUseControllerDesiredRotation or bOrientRotationToMovement is enabled.

function
AActor::AddActorLocalRotation Engine

Adds a delta rotation to this actor in its own local reference frame.

property
UAudioComponent::AutoAttachRotationRule Engine

Controls how this component's rotation is handled when it auto-attaches to AutoAttachParent, if bAutoManageAttachment is true.

function
UCharacterMovementComponent::ComputeOrientToMovementRotation Engine

Computes the target rotation the character should turn toward based on its current Acceleration, used by PhysicsRotation() when bOrientRotationToMovement is true.

function
APawn::FaceRotation Engine

Updates the pawn's actor rotation to match the controller's ControlRotation, gated by the bUseControllerRotationPitch/Yaw/Roll flags.

function
UKismetMathLibrary::FindLookAtRotation Engine

Returns the rotation needed for an object at Start to face the Target position in world space.

function
UKismetMathLibrary::FindRelativeLookAtRotation Engine

Returns the local-space rotator (clamped to [-180, 180] per axis) that an object with StartTransform needs to face TargetLocation.

function
APawn::GetBaseAimRotation Engine

Returns the aim rotation for the pawn.

function
ACharacter::GetBaseRotationOffset Engine

Returns the cached rotation offset of the mesh from the capsule rotation as a quaternion.

function
ACharacter::GetBaseRotationOffsetRotator Engine

Returns the cached mesh rotation offset from the capsule as an FRotator.

function
USceneComponent::GetComponentRotation Engine

Returns the component's world-space rotation as an FRotator.

function
APawn::GetControlRotation Engine

Returns the rotation of this pawn's controller, which typically represents the player's look direction or the AI's facing direction.

function
UCharacterMovementComponent::GetDeltaRotation Engine

Returns how far the character should rotate over the given time interval, based on RotationRate.

function
UCharacterMovementComponent::GetLastUpdateRotation Engine

Returns the UpdatedComponent's rotation as recorded at the end of the most recent movement update, converted from the internally stored quaternion.

function
UBlackboardComponent::GetRotationFromEntry AIModule

Resolves a rotation from the given blackboard key, whether it's a Rotator key or an Object/Actor key, and writes it to ResultRotation.

function
APawn::GetViewRotation Engine

Returns the rotation representing where the pawn is looking, typically the controller's ControlRotation.

function
UKismetMathLibrary::InverseTransformRotation Engine

Transforms a rotator by the inverse of the supplied transform.

function
AActor::K2_AddActorLocalRotation Engine

Adds a delta rotation in the actor's local reference frame.

function
AActor::K2_AddActorWorldRotation Engine

Adds a delta rotation to the actor's current world-space rotation.

function
AActor::K2_GetActorRotation Engine

Returns the world-space rotation of the actor's RootComponent as an FRotator.

function
AActor::K2_SetActorLocationAndRotation Engine

Moves and rotates the actor to the specified world-space location and rotation in a single call.

function
AActor::K2_SetActorRelativeRotation Engine

Sets the actor's RootComponent to the given rotation relative to its parent actor.

function
AActor::K2_SetActorRotation Engine

Sets the actor's world-space rotation instantly.

property
UCharacterMovementComponent::ListenServerNetworkSimulatedSmoothRotationTime Engine

Same as NetworkSimulatedSmoothRotationTime, but used only when the local machine is running as a Listen Server rather than a dedicated server or pure client.

function
UKismetMathLibrary::MakeRotationFromAxes Engine

Builds a rotator from a full set of three axis vectors (Forward, Right, Up).

property
UCharacterMovementComponent::NetworkSimulatedSmoothRotationTime Engine

Time in seconds to smoothly interpolate a simulated proxy's rotation from its old client-side orientation to the corrected orientation sent by the server.

function
UCharacterMovementComponent::PhysicsRotation Engine

Performs the character's rotation update for the given time slice, combining ShouldRemainVertical(), GetDeltaRotation(), and (if bOrientRotationToMovement is set) ComputeOrientToMovementRotation().

function
AActor::PostNetReceiveLocationAndRotation Engine

Called after the actor receives replicated location and rotation from the network via ReplicatedMovement.

function
ACharacter::PostNetReceiveLocationAndRotation Engine

Called on simulated proxies after a replicated location and rotation update is received from the server.

function
APawn::PostNetReceiveLocationAndRotation Engine

Called on clients after the replicated location and rotation are applied to the actor.

function
UKismetMathLibrary::Quat_GetRotationAxis Engine

Returns the unit vector axis around which this quaternion rotates.

function
UKismetMathLibrary::Quat_MakeFromRotationVector Engine

Constructs a quaternion from a rotation vector, where the vector's direction is the rotation axis and its magnitude is the rotation angle in degrees.

function
UKismetMathLibrary::Quat_ToRotationVector Engine

Returns the rotation vector corresponding to this quaternion, where the direction is the rotation axis and the magnitude is the angle in degrees.

function
APawn::ReachedDesiredRotation Engine

Returns true if the pawn's current yaw is within AllowedYawError degrees of the controller's desired rotation yaw.

function
AActor::SetActorLocationAndRotation Engine

Sets the actor's world location and rotation in a single call, which is more efficient than calling SetActorLocation and SetActorRotation separately because it only triggers one transform update.

function
AActor::SetActorRelativeRotation Engine

Sets the rotation of this actor's root component relative to its parent in the attachment hierarchy.

function
UCharacterMovementComponent::ShouldCorrectRotation Engine

Returns whether the server should include a rotation correction when sending a server move response back to the owning client.

function
UKismetMathLibrary::TransformRotation Engine

Transforms a rotator from the space T is relative to into T's local space.

function
UCharacterMovementComponent::UpdateBasedRotation Engine

Applies the movement base's rotation delta to the controller's view rotation so a character standing on a rotating platform turns with it.

function
AAIController::UpdateControlRotation AIModule

Updates the controller's control rotation each tick to face the current focal point.

property
UBlendSpace::bContainsRotationOffsetMeshSpaceSamples Engine

Cached flag indicating whether any sample in the blend space has rotation offsets that must be applied in mesh space rather than local space.

function
AActor::AddActorLocalTransform Engine

Applies a delta transform (offset + rotation + scale) to this actor in its local reference frame.

function
AActor::AddActorWorldTransform Engine

Applies a delta transform to this actor in world space, combining the delta rotation and location with the current transform.

function
UCameraComponent::AddAdditiveOffset Engine

Applies an additive positional/rotational and FOV offset to the camera's final view without moving the component itself, preserving any offset already set.

function
APawn::AddControllerPitchInput Engine

Adds pitch rotation to the owning PlayerController's ControlRotation.

function
APawn::AddControllerRollInput Engine

Adds roll rotation to the owning PlayerController's ControlRotation.

function
APawn::AddControllerYawInput Engine

Adds yaw rotation to the owning PlayerController's ControlRotation, used to turn the camera or pawn left and right.

function
UKismetMathLibrary::Add_QuatQuat Engine

Adds two quaternions component-wise (A + B).

function
UKismetMathLibrary::BreakTransform Engine

Decomposes a FTransform into its Location, Rotation, and Scale components.

function
UAnimInstance::CalculateDirection Engine

Computes the angle in degrees (–180 to 180) between a velocity vector and a base rotation, projected onto the horizontal plane.