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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/AActor
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool SetActorRotation
(
FRotator NewRotation, |
Set the Actor's rotation instantly to the specified rotation. | GameFramework/Actor.h | |
bool SetActorRotation
(
const FQuat& NewRotation, |
GameFramework/Actor.h |
SetActorRotation(FRotator, ETeleportType)
Description
Set the Actor's rotation instantly to the specified rotation.
| Name | SetActorRotation |
| 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 SetActorRotation
(
FRotator NewRotation,
ETeleportType Teleport
)
Whether the rotation was successfully set.
Parameters
| Name | Remarks |
|---|---|
| NewRotation | The new rotation for the Actor. |
| 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). Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the rotation without teleporting will not update the rotation of simulated child/attached components. |
SetActorRotation(const FQuat &, ETeleportType)
| Name | SetActorRotation |
| 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 SetActorRotation
(
const FQuat & NewRotation,
ETeleportType Teleport
)