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Return the Quaternion orientation corresponding to the direction in which the vector points. Similar to the blueprint "Rotation From X Vector" version, returns a result without roll such that it preserves the up vector.
If you don't care about preserving the up vector and just want the most direct rotation, you can use the faster "From Two Vectors"
| Name | FRigVMFunction_MathQuaternionFromXVector |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/RigVM/Source/RigVM/Public/RigVMFunctions/Math/RigVMFunction_MathQuaternion.h |
| Include Path | #include "RigVMFunctions/Math/RigVMFunction_MathQuaternion.h" |
Syntax
USTRUCT (Meta=(DisplayName="Rotation From X Vector", Keywords="Orientation, From Axis"))
struct FRigVMFunction_MathQuaternionFromXVector : public FRigVMFunction_MathQuaternionBase
Inheritance Hierarchy
- FRigVMStruct → FRigVMFunction_MathBase → FRigVMFunction_MathQuaternionBase → FRigVMFunction_MathQuaternionFromXVector
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigVMFunction_MathQuaternionFromXVector() |
RigVMFunctions/Math/RigVMFunction_MathQuaternion.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Result | FQuat | The resulting rotation. | RigVMFunctions/Math/RigVMFunction_MathQuaternion.h |
|
| Value | FVector | The input direction vector. | RigVMFunctions/Math/RigVMFunction_MathQuaternion.h |
|
Functions
Public
Public Virtual
Overridden from FRigVMStruct
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Execute() |
Execute logic for this struct | RigVMFunctions/Math/RigVMFunction_MathQuaternion.h |