50 results for "rotation"
Adds a delta rotation to this actor in its own local reference frame.
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 the rotation representing where the pawn is looking, typically the controller's ControlRotation.
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.
Builds a rotator from a full set of three axis vectors (Forward, Right, Up).
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.
Updates the controller's control rotation each tick to face the current focal point.
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.
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).
Computes the angle in degrees (–180 to 180) between a velocity vector and a base rotation, projected onto the horizontal plane.
Clamps an angle to the nearest boundary of a specified angular range, with the result normalized to -180.
Clears the focus actor and focal point for the specified priority slot.
Extracts the rotation component from an FMatrix as an FRotator (Pitch/Yaw/Roll in degrees).
Converts an FMatrix to an FTransform, decomposing it into translation, rotation, and scale.
Creates a FTransform with the given rotation, zero translation, and unit scale.
Creates an FTransform with the given location, identity rotation, and uniform scale of 1.
Fills the `ReplicatedMovement` struct with the actor's current location, rotation, velocity, and angular velocity so that data can be sent to clients.
Fills the replicated movement struct (`ReplicatedMovement`) with the Character's current location, rotation, velocity, and base information before it is sent to clients.
Returns the world-space location and rotation representing this actor's eye position and view direction.
Returns the world-space location and rotation of the pawn's eye point, used by the engine for line-of-sight checks, AI perception, and camera queries.
Returns the unit forward vector (local +X axis) of this actor in world space, derived from the RootComponent's world rotation.
Returns the rotation of the actor's RootComponent as a quaternion.
Returns the unit right vector (local +Y axis) of this actor in world space, derived from the RootComponent's world rotation.
Returns the full world-space transform (location, rotation, scale) of the actor's root component as an FTransform.
Returns the unit up vector (local +Z axis) of this actor in world space, derived from the RootComponent's world rotation.
Retrieves the three orthogonal axes of the reference frame described by rotation A.