SetActorRelativeRotation

SetActorRelativeRotation

Windows
MacOS
Linux

Set the actor's RootComponent to the specified relative rotation

Target is Actor

SetActorRelativeRotation
Target
New Relative Rotation
R 0
P 0
Y0
Sweep
Teleport
Sweep Hit Result

Inputs

In
Exec
Target
Actor Object Reference
New Relative Rotation
Rotator

New relative rotation of the actor's root component

Sweep
Boolean

Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect.

Teleport
Boolean

Whether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If false, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume.

Outputs

Out
Exec
Sweep Hit Result
Hit Result Structure
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