`unreal.Rotator`¶

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

An orthogonal rotation in 3d space. 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` (float): [Read-Write] Pitch (degrees) around Y axis
• `roll` (float): [Read-Write] Roll (degrees) around X axis
• `yaw` (float): [Read-Write] Yaw (degrees) around Z axis
`__eq__`(other)

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

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

Negate a rotator

`combine`(b) → Rotator

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

Parameters: b (Rotator) – Rotator
`delta`(b) → Rotator

Normalized A-B

Parameters: b (Rotator) – 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): tuple
`get_forward_vector`() → Vector

Rotate the world forward vector by the given rotation

Returns: Vector
`get_right_vector`() → Vector

Rotate the world right vector by the given rotation

Returns: Vector
`get_up_vector`() → Vector

Rotate the world up vector by the given rotation

Returns: Vector
`inversed`() → Rotator

Negate a rotator

Returns: 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: b (Rotator) – error_tolerance (float) – 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: b (Rotator) – error_tolerance (float) – 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: b (Rotator) – alpha (float) – shortest_path (bool) – Rotator
`pitch`

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

`roll`

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

`scale`(b) → Rotator

Returns rotator representing rotator A scaled by B

Parameters: b (float) – Rotator
`scale_integer`(b) → Rotator

Returns rotator representing rotator A scaled by B

Parameters: b (int32) – Rotator
`to_vector`() → Vector

Get the X direction vector after this rotation

Returns: Vector
`transform`() → Transform

Convert Rotator to Transform

Returns: Transform
`yaw`

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