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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/AActor
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool SetActorLocationAndRotation
(
FVector NewLocation, |
Move the actor instantly to the specified location and rotation. | GameFramework/Actor.h | |
bool SetActorLocationAndRotation
(
FVector NewLocation, |
GameFramework/Actor.h |
SetActorLocationAndRotation(FVector, FRotator, bool, FHitResult *, ETeleportType)
Description
Move the actor instantly to the specified location and rotation.
| Name | SetActorLocationAndRotation |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h |
| Include Path | #include "GameFramework/Actor.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Actor.cpp |
bool SetActorLocationAndRotation
(
FVector NewLocation,
FRotator NewRotation,
bool bSweep,
FHitResult * OutSweepHitResult,
ETeleportType Teleport
)
Whether the rotation was successfully set.
Parameters
| Name | Remarks |
|---|---|
| NewLocation | The new location to teleport the Actor to. |
| NewRotation | The new rotation for the Actor. |
| 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. |
| Teleport | How we teleport the physics state (if physics collision is enabled for this object). If equal to ETeleportType::TeleportPhysics, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If equal to ETeleportType::None, 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. Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the location without teleporting will not update the location of simulated child/attached components. |
| OutSweepHitResult | The hit result from the move if swept. |
SetActorLocationAndRotation(FVector, const FQuat &, bool, FHitResult *, ETeleportType)
| Name | SetActorLocationAndRotation |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h |
| Include Path | #include "GameFramework/Actor.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Actor.cpp |
bool SetActorLocationAndRotation
(
FVector NewLocation,
const FQuat & NewRotation,
bool bSweep,
FHitResult * OutSweepHitResult,
ETeleportType Teleport
)