43 results for "rotator" in function
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.
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.
Creates a FTransform with the given rotation, zero translation, and unit scale.
Converts a rotator to its forward direction unit vector (X axis).
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.
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 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].
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.
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.
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.
Builds a rotator with Y as the fixed primary axis and X adjusted to be orthogonal.
Builds a rotator with Y fixed as the right axis and Z adjusted for orthogonality.
Builds a rotator whose up axis aligns with the given vector, leaving X and Y arbitrary but orthonormal.
Builds a rotator with Z fixed as the up axis and X adjusted for orthogonality, computing Y as the cross product.
Builds a rotator with Z fixed as the up axis and Y adjusted for orthogonality, computing X as the cross product.
Builds a rotator from a full set of three axis vectors (Forward, Right, Up).
Converts the rotation part of the matrix to a quaternion.
Converts a quaternion into floating-point Euler angles in degrees, returned as an FVector (Pitch=Y, Yaw=Z, Roll=X).
Constructs and returns a quaternion from Euler angles in degrees.
Interpolates between rotators A and B using an easing curve instead of a linear blend.
Linearly interpolates between rotators A and B.