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Struct for handling positions relative to a base actor, which is potentially moving
| Name | FBasedPosition |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h |
| Include Path | #include "Engine/EngineTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FBasedPosition
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Engine/EngineTypes.h | |||
FBasedPosition
(
AActor* InBase, |
Engine/EngineTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Base | TObjectPtr< class AActor > | Actor that is the base | Engine/EngineTypes.h |
|
| CachedBaseLocation | FVector | Engine/EngineTypes.h | ||
| CachedBaseRotation | FRotator | Engine/EngineTypes.h | ||
| CachedTransPosition | FVector | Engine/EngineTypes.h | ||
| Position | FVector | Position relative to the base actor | Engine/EngineTypes.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Clear() |
Clear base/position | Engine/EngineTypes.h | |
void Set
(
AActor* InBase, |
Updates base/position | Engine/EngineTypes.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FVector operator*() |
Retrieve world location of this position | Engine/EngineTypes.h |