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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/AActor
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetActorRelativeRotation
(
FRotator NewRelativeRotation, |
GameFramework/Actor.h |
|
|
void SetActorRelativeRotation
(
const FQuat& NewRelativeRotation, |
GameFramework/Actor.h |
SetActorRelativeRotation(FRotator, bool, FHitResult *, ETeleportType)
| Name | SetActorRelativeRotation |
| 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 |
UFUNCTION (BlueprintCallable, Category="Transformation",
Meta=(DisplayName="Set Actor Relative Rotation", ScriptName="SetActorRelativeRotation", AdvancedDisplay="bSweep,SweepHitResult,bTeleport"))
void SetActorRelativeRotation
(
FRotator NewRelativeRotation,
bool bSweep,
FHitResult * OutSweepHitResult,
ETeleportType Teleport
)
SetActorRelativeRotation(const FQuat &, bool, FHitResult *, ETeleportType)
| Name | SetActorRelativeRotation |
| 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 |
void SetActorRelativeRotation
(
const FQuat & NewRelativeRotation,
bool bSweep,
FHitResult * OutSweepHitResult,
ETeleportType Teleport
)