Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework > API/Runtime/Engine/GameFramework/AActor > API/Runtime/Engine/GameFramework/AActor/SetActorRotation
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h |
| Include | #include "GameFramework/Actor.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Actor.cpp |
bool SetActorRotation
(
FRotator NewRotation,
ETeleportType Teleport
)
Remarks
Set the Actor's rotation instantly to the specified rotation. Whether the rotation was successfully set.
Parameters
| Name | Description |
|---|---|
| NewRotation | The new rotation for the Actor. |
| Teleport | How we teleport the physics state (if physics collision is enabled for this object). If equal to ETeleportType::TeleportPhysics, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If equal to ETeleportType::None, physics velocity is updated based on the change in position (affecting ragdoll parts). Note that when teleporting, any child/attached components will be teleported too, maintaining their current offset even if they are being simulated. Setting the rotation without teleporting will not update the rotation of simulated child/attached components. |