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How to get forward vector of an actor that is rotated from it's root component?

I wish to get the forward vector of an actor which I used "Add Local Rotation". When i try to get the Forward vector of that actor i get it's Root Component Forward Vector. If what i am asking is impossible can i at least get to know how to locally rotate the Root Component?

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asked Oct 25 '14 at 12:57 PM in Blueprint Scripting

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in blueprints you use this node and in c++ you use GetCharacterMovementComponent()->GetActorForwardVector();


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answered Nov 18 '17 at 02:35 AM

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As I understand the location/rotation systems of Unreal, an actor itself does not have a local location or rotation... if so it would be 0, 0, 0 (though it can have offset location/rotation, you can look this up).

But components of an actor can have local locations/rotations, which would be relative to the actor. So if you start with a basic actor blueprint, add a static mesh component as a child of the actor, you can place it at 0,0,0 in local space (so it's root transform is the same position as it's parent actor). If say you move the actor blueprint about in your gameworld, the child mesh will move along with it and it's local space will remain (0, 0, 0) in location/rotation.

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answered Nov 18 '17 at 09:06 AM

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