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Description
Gets the result of multiplying two quaternions (A * B).
Order matters when composing quaternions: C = A * B will yield a quaternion C that logically first applies B then A to any subsequent transformation (right first, then left).
| Name | Multiply_QuatQuat |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/KismetMathLibrary.h |
| Include Path | #include "Kismet/KismetMathLibrary.h" |
| Source | /Engine/Source/Runtime/Engine/Classes/Kismet/KismetMathLibrary.inl |
UFUNCTION (BlueprintPure,
Meta=(DisplayName="Quat * Quat", CompactNodeTitle="*", ScriptMethod="Multiply", ScriptOperator="*;*=", Keywords="* multiply", CommutativeAssociativeBinaryOperator="true"),
Category="Math|Quat")
static UE_FQuat Multiply_QuatQuat
(
const FQuat & A,
const FQuat & B
)
The result of multiplication (A * B).
Parameters
| Name | Remarks |
|---|---|
| B | The Quaternion to multiply by. |