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Unreal Engine C++ API Reference > Runtime > Engine > Components > USceneComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Components/SceneComponent.h |
Include | #include "Components/SceneComponent.h" |
Source | /Engine/Source/Runtime/Engine/Private/Components/SceneComponent.cpp |
UFUNCTION (BlueprintCallable, Category="Transformation",
Meta=(DisplayName="Set World Location And Rotation", ScriptName="SetWorldLocationAndRotation"))
void K2_SetWorldLocationAndRotation
(
FVector NewLocation,
FRotator NewRotation,
bool bSweep,
FHitResult & SweepHitResult,
bool bTeleport
)
Remarks
Set the relative location and rotation of the component to put it at the supplied pose in world space.
Parameters
Name | Description |
---|---|
NewLocation | New location in world space for the component. |
NewRotation | New rotation in world space for the component. |
SweepHitResult | Hit result from any impact if sweep is true. |
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 sweep volume. |