50 results for "rotation"
Change in rotation per second applied when bUseControllerDesiredRotation or bOrientRotationToMovement is enabled.
Adds a delta rotation to this actor in its own local reference frame.
Controls how this component's rotation is handled when it auto-attaches to AutoAttachParent, if bAutoManageAttachment is true.
Computes the target rotation the character should turn toward based on its current Acceleration, used by PhysicsRotation() when bOrientRotationToMovement is true.
Updates the pawn's actor rotation to match the controller's ControlRotation, gated by the bUseControllerRotationPitch/Yaw/Roll flags.
Returns the rotation needed for an object at Start to face the Target position in world space.
Returns the local-space rotator (clamped to [-180, 180] per axis) that an object with StartTransform needs to face TargetLocation.
Returns the aim rotation for the pawn.
Returns the cached rotation offset of the mesh from the capsule rotation as a quaternion.
Returns the cached mesh rotation offset from the capsule as an FRotator.
Returns the component's world-space rotation as an FRotator.
Returns the rotation of this pawn's controller, which typically represents the player's look direction or the AI's facing direction.
Returns how far the character should rotate over the given time interval, based on RotationRate.
Returns the UpdatedComponent's rotation as recorded at the end of the most recent movement update, converted from the internally stored quaternion.
Resolves a rotation from the given blackboard key, whether it's a Rotator key or an Object/Actor key, and writes it to ResultRotation.
Returns the rotation representing where the pawn is looking, typically the controller's ControlRotation.
Transforms a rotator by the inverse of the supplied transform.
Adds a delta rotation in the actor's local reference frame.
Adds a delta rotation to the actor's current world-space rotation.
Returns the world-space rotation of the actor's RootComponent as an FRotator.
Moves and rotates the actor to the specified world-space location and rotation in a single call.
Sets the actor's RootComponent to the given rotation relative to its parent actor.
Sets the actor's world-space rotation instantly.
Same as NetworkSimulatedSmoothRotationTime, but used only when the local machine is running as a Listen Server rather than a dedicated server or pure client.
Builds a rotator from a full set of three axis vectors (Forward, Right, Up).
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.
Performs the character's rotation update for the given time slice, combining ShouldRemainVertical(), GetDeltaRotation(), and (if bOrientRotationToMovement is set) ComputeOrientToMovementRotation().
Called after the actor receives replicated location and rotation from the network via ReplicatedMovement.
Called on simulated proxies after a replicated location and rotation update is received from the server.
Called on clients after the replicated location and rotation are applied to the actor.
Returns the unit vector axis around which this quaternion rotates.
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.
Returns the rotation vector corresponding to this quaternion, where the direction is the rotation axis and the magnitude is the angle in degrees.
Returns true if the pawn's current yaw is within AllowedYawError degrees of the controller's desired rotation yaw.
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.
Sets the rotation of this actor's root component relative to its parent in the attachment hierarchy.
Returns whether the server should include a rotation correction when sending a server move response back to the owning client.
Transforms a rotator from the space T is relative to into T's local space.
Applies the movement base's rotation delta to the controller's view rotation so a character standing on a rotating platform turns with it.
Updates the controller's control rotation each tick to face the current focal point.
Cached flag indicating whether any sample in the blend space has rotation offsets that must be applied in mesh space rather than local space.
Applies a delta transform (offset + rotation + scale) to this actor in its local reference frame.
Applies a delta transform to this actor in world space, combining the delta rotation and location with the current transform.
Applies an additive positional/rotational and FOV offset to the camera's final view without moving the component itself, preserving any offset already set.
Adds pitch rotation to the owning PlayerController's ControlRotation.
Adds roll rotation to the owning PlayerController's ControlRotation.
Adds yaw rotation to the owning PlayerController's ControlRotation, used to turn the camera or pawn left and right.
Adds two quaternions component-wise (A + B).
Decomposes a FTransform into its Location, Rotation, and Scale components.
Computes the angle in degrees (–180 to 180) between a velocity vector and a base rotation, projected onto the horizontal plane.