AActor::SetActorRelativeRotation

Syntax

void SetActorRelativeRotation
(
    const FQuat & NewRelativeRotation,
    bool bSweep,
    FHitResult * OutSweepHitResult,
    ETeleportType Teleport
)

Remarks

Set the actor's RootComponent to the specified relative rotation

Parameters

Parameter

Description

NewRelativeRotation

New relative rotation of the actor's root component

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 swept volume.

References

Module

Engine

Header

Runtime/Engine/Classes/GameFramework/Actor.h

Source

Runtime/Engine/Private/Actor.cpp