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12 results for "rotation" in function

function
AActor::AddActorLocalRotation Engine

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

function
USceneComponent::GetComponentRotation Engine

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

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::AddActorLocalTransform Engine

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

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::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
FVector::RotateAngleAxis Core

Returns this vector rotated around the given axis by AngleDeg degrees, using Rodrigues' rotation formula.

function
UWorld::SpawnActor Engine

Spawns an actor of the given class into the world at the specified location and rotation.

function
AGameModeBase::SpawnDefaultPawnFor Engine

Spawns the default pawn class for a controller at the given player start actor.

function
AActor::TeleportTo Engine

Moves this actor to a destination location and rotation, attempting to push it clear of overlapping geometry if it does not fit exactly at the target point.