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44 results for "rotator"

function
UKismetMathLibrary::RotatorFromAxisAndAngle Engine

Creates an FRotator representing a rotation of Angle degrees around the given Axis.

function
UKismetMathLibrary::BreakRotator Engine

Decomposes a rotator into its Roll, Pitch, and Yaw components in degrees.

function
UKismetMathLibrary::ComposeRotators Engine

Combines two rotators into a single rotator that represents applying A first, then B.

function
UKismetMathLibrary::Conv_MatrixToRotator Engine

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

function
UKismetMathLibrary::Conv_RotatorToQuaternion Engine

Converts a rotator (Pitch, Yaw, Roll in degrees) to its equivalent quaternion representation.

function
UKismetMathLibrary::Conv_RotatorToTransform Engine

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

function
UKismetMathLibrary::Conv_RotatorToVector Engine

Converts a rotator to its forward direction unit vector (X axis).

function
UKismetMathLibrary::Conv_Vector4ToRotator Engine

Converts a Vector4 to an FRotator representing the direction the XYZ components point.

function
UKismetMathLibrary::Conv_VectorToRotator Engine

Returns the FRotator that represents the orientation in which the vector points.

function
UKismetMathLibrary::EqualEqual_RotatorRotator Engine

Returns true if rotators A and B are equal within ErrorTolerance per component.

function
ACharacter::GetBaseRotationOffsetRotator Engine

Returns the cached mesh rotation offset from the capsule as an FRotator.

function
UKismetMathLibrary::GreaterGreater_VectorRotator Engine

Returns vector A rotated by rotator B.

function
UKismetMathLibrary::LessLess_VectorRotator Engine

Returns the result of vector A rotated by the inverse (transpose) of Rotator B.

function
UKismetMathLibrary::MakeRotator Engine

Constructs an FRotator from explicit Roll, Pitch, and Yaw values in degrees.

function
UKismetMathLibrary::Matrix_GetRotator Engine

Extracts and returns the rotation of the matrix as an FRotator (Pitch/Yaw/Roll in degrees).

function
UKismetMathLibrary::Multiply_RotatorFloat Engine

Returns a new rotator with each component of A multiplied by the scalar B.

function
UKismetMathLibrary::Multiply_RotatorInt Engine

Returns a new rotator with each component of A multiplied by the integer B.

function
UKismetMathLibrary::NegateRotator Engine

Returns a rotator with all three components negated (Pitch, Yaw, Roll each multiplied by -1).

function
UKismetMathLibrary::NormalizedDeltaRotator Engine

Returns the normalized difference (A - B) with each component clamped to [-180, 180].

function
UKismetMathLibrary::NotEqual_RotatorRotator Engine

Returns true if rotators A and B differ by more than ErrorTolerance in any component.

function
UKismetMathLibrary::Quat_Rotator Engine

Converts a quaternion to its FRotator representation.

function
UKismetMathLibrary::RandomRotator Engine

Generates a uniformly random rotation in Pitch [-90, 90] and Yaw [-180, 180].

function
UKismetMathLibrary::BreakRotIntoAxes Engine

Converts a rotator into its three orthogonal unit-vector axes (forward, right, up) in world space.

function
UKismetMathLibrary::Conv_VectorToQuaternion Engine

Returns the FQuat orientation corresponding to the direction the vector points, with zero roll.

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
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
AActor::K2_GetActorRotation Engine

Returns the world-space rotation of the actor's RootComponent as an FRotator.

function
UKismetMathLibrary::MakeRotFromX Engine

Builds a rotator whose forward axis aligns with the given vector.

function
UKismetMathLibrary::MakeRotFromXY Engine

Builds a rotator from two axes: X is treated as the primary (fixed) forward axis, and Y is adjusted to be orthogonal to X.

function
UKismetMathLibrary::MakeRotFromXZ Engine

Builds a rotator from a primary X (forward) and secondary Z (up) axis, computing Y (right) as the cross product.

function
UKismetMathLibrary::MakeRotFromY Engine

Builds a rotator whose right axis aligns with the given vector.

function
UKismetMathLibrary::MakeRotFromYX Engine

Builds a rotator with Y as the fixed primary axis and X adjusted to be orthogonal.

function
UKismetMathLibrary::MakeRotFromYZ Engine

Builds a rotator with Y fixed as the right axis and Z adjusted for orthogonality.

function
UKismetMathLibrary::MakeRotFromZ Engine

Builds a rotator whose up axis aligns with the given vector, leaving X and Y arbitrary but orthonormal.

function
UKismetMathLibrary::MakeRotFromZX Engine

Builds a rotator with Z fixed as the up axis and X adjusted for orthogonality, computing Y as the cross product.

function
UKismetMathLibrary::MakeRotFromZY Engine

Builds a rotator with Z fixed as the up axis and Y adjusted for orthogonality, computing X as the cross product.

function
UKismetMathLibrary::MakeRotationFromAxes Engine

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

function
UKismetMathLibrary::Matrix_ToQuat Engine

Converts the rotation part of the matrix to a quaternion.

function
UKismetMathLibrary::Quat_Euler Engine

Converts a quaternion into floating-point Euler angles in degrees, returned as an FVector (Pitch=Y, Yaw=Z, Roll=X).

function
UKismetMathLibrary::Quat_MakeFromEuler Engine

Constructs and returns a quaternion from Euler angles in degrees.

function
UKismetMathLibrary::REase Engine

Interpolates between rotators A and B using an easing curve instead of a linear blend.

function
UKismetMathLibrary::RLerp Engine

Linearly interpolates between rotators A and B.

class
UKismetMathLibrary Engine

Blueprint function library providing a comprehensive set of math utilities: boolean logic, byte/int/float arithmetic, vector and rotator operations, interpolation, random number generation, and matrix math.