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## Actions

Break Rot Into Axes |
Breaks apart a rotator into its component axes Target is Kismet Math Library |

Break Rotator |
Breaks apart a rotator into {Roll, Pitch, Yaw} angles in degrees Target is Kismet Math Library |

Clamp Axis |
Clamps an angle to the range of [0, 360]. Target is Kismet Math Library |

Combine Rotators |
Combine 2 rotations to give you the resulting rotation of first applying A, then B. Target is Kismet Math Library |

Delta (Rotator) |
Normalized A-B Target is Kismet Math Library |

Find Look at Rotation |
Find a rotation for an object at Start location to point at Target location. Target is Kismet Math Library |

Find Relative Look at Rotation |
Find a local rotation (range of [-180, 180]) for an object with StartTransform to point at TargetLocation. Useful for getting LookAt Azimuth or Pawn Aim Offset. Target is Kismet Math Library |

Get Axes |
Get the reference frame direction vectors (axes) described by this rotation Target is Kismet Math Library |

Get Rotation X Vector |
Get the X direction vector after this rotation Target is Kismet Math Library |

Invert Rotator |
Negate a rotator Target is Kismet Math Library |

Lerp (Rotator) |
Linearly interpolates between A and B based on Alpha (100% of A when Alpha=0 and 100% of B when Alpha=1) Target is Kismet Math Library |

Make Rot from X |
Builds a rotator given only a XAxis. Y and Z are unspecified but will be orthonormal. XAxis need not be normalized. Target is Kismet Math Library |

Make Rot from XY |
Builds a matrix with given X and Y axes. X will remain fixed, Y may be changed minimally to enforce orthogonality. Z will be computed. Inputs need not be normalized. Target is Kismet Math Library |

Make Rot from XZ |
Builds a matrix with given X and Z axes. X will remain fixed, Z may be changed minimally to enforce orthogonality. Y will be computed. Inputs need not be normalized. Target is Kismet Math Library |

Make Rot from Y |
Builds a rotation matrix given only a YAxis. X and Z are unspecified but will be orthonormal. YAxis need not be normalized. Target is Kismet Math Library |

Make Rot from YX |
Builds a matrix with given Y and X axes. Y will remain fixed, X may be changed minimally to enforce orthogonality. Z will be computed. Inputs need not be normalized. Target is Kismet Math Library |

Make Rot from YZ |
Builds a matrix with given Y and Z axes. Y will remain fixed, Z may be changed minimally to enforce orthogonality. X will be computed. Inputs need not be normalized. Target is Kismet Math Library |

Make Rot from Z |
Builds a rotation matrix given only a ZAxis. X and Y are unspecified but will be orthonormal. ZAxis need not be normalized. Target is Kismet Math Library |

Make Rot from ZX |
Builds a matrix with given Z and X axes. Z will remain fixed, X may be changed minimally to enforce orthogonality. Y will be computed. Inputs need not be normalized. Target is Kismet Math Library |

Make Rot from ZY |
Builds a matrix with given Z and Y axes. Z will remain fixed, Y may be changed minimally to enforce orthogonality. X will be computed. Inputs need not be normalized. Target is Kismet Math Library |

Make Rotation from Axes |
Build a reference frame from three axes Target is Kismet Math Library |

Make Rotator |
Makes a rotator {Roll, Pitch, Yaw} from rotation values supplied in degrees Target is Kismet Math Library |

Normalize Axis |
Clamps an angle to the range of [-180, 180]. Target is Kismet Math Library |

Select Rotator |
If bPickA is true, A is returned, otherwise B is Target is Kismet Math Library |