USpringArmComponent::GetTargetRotation

If this component is placed on a pawn, should it use the view/control rotation of the pawn where possible? When disabled, the component will revert to using the stored RelativeRotation of the component.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/SpringArmComponent.h

Include

#include "GameFramework/SpringArmComponent.h"

Syntax

*see GetTargetRotation()

Remarks

If this component is placed on a pawn, should it use the view/control rotation of the pawn where possible? When disabled, the component will revert to using the stored RelativeRotation of the component. Note that this component itself does not rotate, but instead maintains its relative rotation to its parent as normal, and just repositions and rotates its children as desired by the inherited rotation settings. Use GetTargetRotation() if you want the rotation target based on all the settings (UsePawnControlRotation, InheritPitch, etc).

/** If this component is placed on a pawn, should it use the view/control rotation of the pawn where possible? When disabled, the component will revert to using the stored RelativeRotation of the component. Note that this component itself does not rotate, but instead maintains its relative rotation to its parent as normal, and just repositions and rotates its children as desired by the inherited rotation settings. Use GetTargetRotation() if you want the rotation target based on all the settings (UsePawnControlRotation, InheritPitch, etc).

/**

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