unreal.Matrix

class unreal.Matrix(x_plane=[0.0, 0.0, 0.0, 0.0], y_plane=[0.0, 0.0, 0.0, 0.0], z_plane=[0.0, 0.0, 0.0, 0.0], w_plane=[0.0, 0.0, 0.0, 0.0])

Bases: unreal.StructBase

A 4x4 matrix. The full C++ class is located here: EngineSourceRuntimeCorePublicMathMatrix.h:

C++ Source:

  • Module: CoreUObject
  • File: NoExportTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • w_plane (Plane): [Read-Write] WPlane
  • x_plane (Plane): [Read-Write] XPlane
  • y_plane (Plane): [Read-Write] YPlane
  • z_plane (Plane): [Read-Write] ZPlane
get_origin() → Vector

Get the origin of the co-ordinate system

Returns:co-ordinate system origin
Return type:Vector
rotator() → Rotator

Convert a Matrix to a Rotator

Returns:
Return type:Rotator
transform() → Transform

Convert a Matrix to a Transform

Returns:
Return type:Transform
w_plane

(Plane) – [Read-Write] WPlane

x_plane

(Plane) – [Read-Write] XPlane

y_plane

(Plane) – [Read-Write] YPlane

z_plane

(Plane) – [Read-Write] ZPlane