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50 results for "rotation"

function
AActor::AddActorLocalRotation Engine

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

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
APawn::GetViewRotation Engine

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

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.

function
UKismetMathLibrary::MakeRotationFromAxes Engine

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

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
AAIController::UpdateControlRotation AIModule

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

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
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
UAnimInstance::CalculateDirection Engine

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

function
UKismetMathLibrary::ClampAngle Engine

Clamps an angle to the nearest boundary of a specified angular range, with the result normalized to -180.

function
AAIController::ClearFocus AIModule

Clears the focus actor and focal point for the specified priority slot.

function
UKismetMathLibrary::Conv_MatrixToRotator Engine

Extracts the rotation component from an FMatrix as an FRotator (Pitch/Yaw/Roll in degrees).

function
UKismetMathLibrary::Conv_MatrixToTransform Engine

Converts an FMatrix to an FTransform, decomposing it into translation, rotation, and scale.

function
UKismetMathLibrary::Conv_RotatorToTransform Engine

Creates a FTransform with the given rotation, zero translation, and unit scale.

function
UKismetMathLibrary::Conv_VectorToTransform Engine

Creates an FTransform with the given location, identity rotation, and uniform scale of 1.

function
AActor::GatherCurrentMovement Engine

Fills the `ReplicatedMovement` struct with the actor's current location, rotation, velocity, and angular velocity so that data can be sent to clients.

function
ACharacter::GatherCurrentMovement Engine

Fills the replicated movement struct (`ReplicatedMovement`) with the Character's current location, rotation, velocity, and base information before it is sent to clients.

function
AActor::GetActorEyesViewPoint Engine

Returns the world-space location and rotation representing this actor's eye position and view direction.

function
APawn::GetActorEyesViewPoint Engine

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.

function
AActor::GetActorForwardVector Engine

Returns the unit forward vector (local +X axis) of this actor in world space, derived from the RootComponent's world rotation.

function
AActor::GetActorQuat Engine

Returns the rotation of the actor's RootComponent as a quaternion.

function
AActor::GetActorRightVector Engine

Returns the unit right vector (local +Y axis) of this actor in world space, derived from the RootComponent's world rotation.

function
AActor::GetActorTransform Engine

Returns the full world-space transform (location, rotation, scale) of the actor's root component as an FTransform.

function
AActor::GetActorUpVector Engine

Returns the unit up vector (local +Z axis) of this actor in world space, derived from the RootComponent's world rotation.

function
UKismetMathLibrary::GetAxes Engine

Retrieves the three orthogonal axes of the reference frame described by rotation A.