Vector Transforms - Global & Local

Out of curiosity, how do you do vector transforms in UE4 now? In UnrealScript, it was done this way:
native(275) static final operator(22) vector << ( vector A, rotator B );
native(276) static final operator(22) vector >> ( vector A, rotator B );

I looked through Vector.h and there doesn’t appear to be any equivalent indicator…

Does this carry over from Unrealscript? And if so, how? Is it done as a special shorthand operator in unrealscript?

Thanks for your time.

For rotators it currently works like this:

FRotationMatrix(Rot).TransformVector( Vec );
FRotationMatrix(Rot).GetTransposed().TransformVector( Vec );

I agree this is a bit cumbersome, so I’ll add RotateVector and UnrotateVector functions to FRotator.

But we don’t tend to do this much any more. Instead, do something like this:

Actor->GetTransform().TransformVectorNoScale(Vec);