Unreal Engine 4 Documentation > Unreal Engine API Reference > Runtime > Engine > Components > USceneComponent > USceneComponent::K2_SetRelativeLocationAndRotation

USceneComponent::K2_SetRelativeLocationAndRotation

Syntax

void K2_SetRelativeLocationAndRotation
(
    FVector NewLocation,
    FRotator NewRotation,
    bool bSweep,
    FHitResult & SweepHitResult,
    bool bTeleport
)

Remarks

Set the location and rotation of the component relative to its parent

Parameters

Parameter

Description

NewLocation

New location of the component relative to its parent.

NewRotation

New rotation of the component relative to its parent.

SweepHitResult

Hit result from any impact if sweep is true.

bSweep

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.

bTeleport

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 sweep volume.

References

Module

Engine

Header

Runtime/Engine/Classes/Components/SceneComponent.h

Source

Runtime/Engine/Private/Components/SceneComponent.cpp