50 results for "rotator"
Creates an FRotator representing a rotation of Angle degrees around the given Axis.
Decomposes a rotator into its Roll, Pitch, and Yaw components in degrees.
Builds a new string in the form AppendTo+Prefix+InRot+Suffix, formatting the rotator between the given prefix and suffix.
Combines two rotators into a single rotator that represents applying A first, then B.
Extracts the rotation component from an FMatrix as an FRotator (Pitch/Yaw/Roll in degrees).
Converts a rotator (Pitch, Yaw, Roll in degrees) to its equivalent quaternion representation.
Converts an FRotator to a string in the form 'P= Y= R='.
Converts a rotator to localized, formatted text in the form 'P= Y= R='.
Creates a FTransform with the given rotation, zero translation, and unit scale.
Converts a rotator to its forward direction unit vector (X axis).
Parses a string in the 'P= Y= R=' format produced by rotator-to-string conversion back into an FRotator, reporting whether parsing succeeded via OutIsValid.
Converts a Vector4 to an FRotator representing the direction the XYZ components point.
Returns the FRotator that represents the orientation in which the vector points.
Interpolates InOutRotation towards TargetRotation using the motion of a critically damped spring, storing the resulting angular velocity back into InOutAngularVelocity.
Smooths Rotation towards TargetRotation using exponential damping, returning the new smoothed rotator each call.
Like WeightedMovingAverage_FRotator, but the blend weight scales with how far CurrentSample is from PreviousSample, so small rotational jitter is smoothed heavily while large rotation changes are tracked more responsively.
Returns true if rotators A and B are equal within ErrorTolerance per component.
Returns the cached mesh rotation offset from the capsule as an FRotator.
Returns the FRotator value stored under the given blackboard key.
Returns vector A rotated by rotator B.
Returns the result of vector A rotated by the inverse (transpose) of Rotator B.
Constructs an FRotator from explicit Roll, Pitch, and Yaw values in degrees.
Extracts and returns the rotation of the matrix as an FRotator (Pitch/Yaw/Roll in degrees).
Returns a new rotator with each component of A multiplied by the scalar B.
Returns a new rotator with each component of A multiplied by the integer B.
Returns a rotator with all three components negated (Pitch, Yaw, Roll each multiplied by -1).
Returns the normalized difference (A - B) with each component clamped to [-180, 180].
Returns true if rotators A and B differ by more than ErrorTolerance in any component.
Converts a quaternion to its FRotator representation.
Generates a uniformly random rotation in Pitch [-90, 90] and Yaw [-180, 180].
Creates a random rotation using a specific FRandomStream, so the same seed and call order always reproduce the same rotation.
Returns A if bPickA is true, otherwise returns B.
Sets a named const FRotator& property on Object to Value via reflection.
Sets the FRotator value stored under the given blackboard key, notifying any registered observers if the value changed.
Blends a new rotation sample with the previous smoothed value to produce the next value in a weighted moving average series, useful for smoothing camera or aim rotations.
Converts a rotator into its three orthogonal unit-vector axes (forward, right, up) in world space.
Returns the FQuat orientation corresponding to the direction the vector points, with zero roll.
Interpolates InOutRotation towards TargetRotation using the motion of a critically damped spring on SO(3), storing the resulting angular velocity back into InOutAngularVelocity.
Smooths Rotation towards TargetRotation using exponential damping over the shortest arc, returning the new smoothed quaternion each call.
Draws a debug circle built from straight line segments, oriented by the YAxis/ZAxis plane vectors rather than a rotator.
Returns the local-space rotator (clamped to [-180, 180] per axis) that an object with StartTransform needs to face TargetLocation.
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.
Resolves a rotation from the given blackboard key, whether it's a Rotator key or an Object/Actor key, and writes it to ResultRotation.
Transforms a rotator by the inverse of the supplied transform.
Returns the world-space rotation of the actor's RootComponent as an FRotator.
Builds a rotator whose forward axis aligns with the given vector.
Builds a rotator from two axes: X is treated as the primary (fixed) forward axis, and Y is adjusted to be orthogonal to X.
Builds a rotator from a primary X (forward) and secondary Z (up) axis, computing Y (right) as the cross product.
Builds a rotator whose right axis aligns with the given vector.