unreal.Rotator

class unreal.Rotator(roll: float = 0.0, pitch: float = 0.0, yaw: float = 0.0)

Bases: StructBase

An orthogonal rotation in 3d space. note: The full C++ class is located here: EngineSourceRuntimeCorePublicMathRotator.h

C++ Source:

  • Module: CoreUObject

  • File: NoExportTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • pitch (double): [Read-Write] Pitch: Pitch (degrees) around Y axis

  • roll (double): [Read-Write] Roll: Roll (degrees) around X axis

  • yaw (double): [Read-Write] Yaw: Yaw (degrees) around Z axis

__eq__(other: object) bool

Overloads:

  • Rotator Returns true if rotator A is equal to rotator B (A == B) within a specified error tolerance

__ne__(other: object) bool

Overloads:

  • Rotator Returns true if rotator A is not equal to rotator B (A != B) within a specified error tolerance

__neg__() None

Negate a rotator

combine(b) Rotator

Combine 2 rotations to give you the resulting rotation of first applying A, then B.

Parameters:

b (Rotator) –

Return type:

Rotator

delta(b) Rotator

Normalized A-B

Parameters:

b (Rotator) –

Return type:

Rotator

get_axes() -> (x=Vector, y=Vector, z=Vector)

Get the reference frame direction vectors (axes) described by this rotation

Returns:

x (Vector):

y (Vector):

z (Vector):

Return type:

tuple

get_forward_vector() Vector

Rotate the world forward vector by the given rotation

Return type:

Vector

get_right_vector() Vector

Rotate the world right vector by the given rotation

Return type:

Vector

get_up_vector() Vector

Rotate the world up vector by the given rotation

Return type:

Vector

inversed() Rotator

Negate a rotator

Return type:

Rotator

is_near_equal(b, error_tolerance=0.000100) bool

Returns true if rotator A is equal to rotator B (A == B) within a specified error tolerance

Parameters:
Return type:

bool

is_not_near_equal(b, error_tolerance=0.000100) bool

Returns true if rotator A is not equal to rotator B (A != B) within a specified error tolerance

Parameters:
Return type:

bool

lerp(b, alpha, shortest_path) Rotator

Linearly interpolates between A and B based on Alpha (100% of A when Alpha=0 and 100% of B when Alpha=1)

Parameters:
Return type:

Rotator

property pitch: float

[Read-Write] Pitch: Pitch (degrees) around Y axis

Type:

(double)

quaternion() Quat

Convert to Quaternion representation of this Rotator.

Return type:

Quat

property roll: float

[Read-Write] Roll: Roll (degrees) around X axis

Type:

(double)

scale(b) Rotator

Returns rotator representing rotator A scaled by B

Parameters:

b (float) –

Return type:

Rotator

scale_integer(b) Rotator

Returns rotator representing rotator A scaled by B

Parameters:

b (int32) –

Return type:

Rotator

to_vector() Vector

Get the X direction vector after this rotation

Return type:

Vector

transform() Transform

Convert Rotator to Transform

Return type:

Transform

property yaw: float

[Read-Write] Yaw: Yaw (degrees) around Z axis

Type:

(double)