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.

Windows
MacOS
Linux

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).

/**

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback