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Performs continuous rotation of a component at a specific rotation rate. Rotation can optionally be offset around a pivot point. Collision testing is not performed during movement.
| Name | URotatingMovementComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/RotatingMovementComponent.h |
| Include Path | #include "GameFramework/RotatingMovementComponent.h" |
Syntax
UCLASS (ClassGroup=Movement, Meta=(BlueprintSpawnableComponent), HideCategories=(Velocity),
MinimalAPI)
class URotatingMovementComponent : public UMovementComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UMovementComponent → URotatingMovementComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
URotatingMovementComponent
(
const FObjectInitializer& ObjectInitializer |
GameFramework/RotatingMovementComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bRotationInLocalSpace | uint32 | Whether rotation is applied in local or world space. | GameFramework/RotatingMovementComponent.h |
|
| PivotTranslation | FVector | Translation of pivot point around which we rotate, relative to current rotation. | GameFramework/RotatingMovementComponent.h |
|
| RotationRate | FRotator | How fast to update roll/pitch/yaw of the component we update. | GameFramework/RotatingMovementComponent.h |
|
Functions
Public
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void TickComponent
(
float DeltaTime, |
Applies rotation to UpdatedComponent. | GameFramework/RotatingMovementComponent.h |