Transformation Nodes

In the Utilities > Transformation category, there are several Nodes that can be used to manipulate an Actor’s Transform properties (location, rotation, and scale).

AddActorLocalOffset Node
AddActorLocalRotation Node
AddActorLocalTransform Node
AddActorWorldOffset Node
AddActorWorldRotation Node
AddActorWorldTransform Node
AddLocalOffset Node
AddLocalRotation Node
AddLocalTransform Node
AddRelativeLocation Node
AddRelativeRotation Node
AddWorldOffset Node
AddWorldRotation Node
AddWorldTransform Node
AttachToActor Node
AttachToComponent Node
DetachFromActor Node
DetachFromComponent Node
Does Socket Exist Node
Get Actor Array Average Location Node
Get Actor Forward Vector Node
Get Actor Right Vector Node
Get Actor Up Vector Node
Get All Socket Names Node
Get Attach Parent Node
Get Attach Socket Name Node
Get Component Velocity Node
Get Distance To Node
Get Dot Product To Node
Get Forward Vector Node
Get Horizontal Distance To Node
Get Horizontal Dot Product To Node
Get Relative Transform Node
Get Right Vector Node
Get Socket Location Node
Get Socket Rotation Node
Get Socket Transform Node
Get Squared Distance To Node
Get Up Vector Node
Get Velocity Node
Get Vertical Distance To Node
GetActorLocation Node
GetActorRotation Node
GetActorTransform Node
GetRootComponent Node
GetWorldLocation Node
GetWorldRotation Node
GetWorldScale Node
GetWorldTransform Node
Reset Relative Transform Node
Set Absolute Node
Set Actor Relative Scale 3D Node
Set Actor Scale 3D Node
Set Relative Scale 3D Node
Set World Scale 3D Node
SetActorLocation Node
SetActorLocationAndRotation Node
SetActorRelativeLocation Node
SetActorRelativeRotation Node
SetActorRelativeTransform Node
SetActorRotation Node
SetActorTransform Node
SetRelativeLocation Node
SetRelativeLocationAndRotation Node
SetRelativeRotation Node
SetRelativeTransform Node
SetWorldLocation Node
SetWorldLocationAndRotation Node
SetWorldRotation Node
SetWorldTransform Node
Teleport Node

AddActorLocalOffset Node

AddActorLocalOffset Node
AddActorLocalOffset Node

The AddActorLocalOffset Node will change the location of an Actor relative to local space. The Actor to move is connected to the Target pin. The Delta Location pin is used to specify an offset to move the Actor by, not an absolute location. Whatever values are entered here will be added to the current location values.

If the Sweep pin is set to True, the Actor will move along a smooth path to get to its new location. This means that other Actors along its path have the potential to block its movement. If this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the Actor will teleport straight to the new location and won’t be affected by other Actors along the would-be path.

AddActorLocalRotation Node

AddActorLocalRotation Node
AddActorLocalRotation Node

The AddActorLocalRotation Node will change the rotation of an Actor relative to local space. The Actor to rotate is connected to the Target pin. The Delta Rotation pin is used to specify an offset to rotate the Actor by, not an absolute rotation . Whatever values are entered here will be added to the current rotation values.

If the Sweep pin is set to True, the Actor will rotate along a smooth path to get to its new rotation . This means that other Actors along its path have the potential to block its movement. If this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the Actor will teleport straight to the new rotation and won’t be affected by other Actors along the would-be path.

AddActorLocalTransform Node

AddActorLocalTransform Node
AddActorLocalTransform Node

The AddActorLocalTransform Node will change the Transform (location, rotation, and scale) of an Actor relative to local space. The Actor to transform is connected to the Target pin. The New Transform pin is used to specify an offset to transform the Actor by, not an absolute Transform. Whatever values are entered here will be added to the current Transform values.

If the Sweep pin is set to True, the Actor will transform along a smooth path to get to its new Transform . This means that other Actors along its path have the potential to block its movement. If this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the Actor will teleport straight to the new Transform and won’t be affected by other Actors along the would-be path.

AddActorWorldOffset Node

AddActorWorldOffset Node
AddActorWorldOffset Node

The AddActorWorldOffset Node will change the location of an Actor relative to world space. The Actor to move is connected to the Target pin. The Delta Location pin is used to specify an offset to move the Actor by, not an absolute location. Whatever values are entered here will be added to the current location values.

If the Sweep pin is set to True, the Actor will move along a smooth path to get to its new location. This means that other Actors along its path have the potential to block its movement. If this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the Actor will teleport straight to the new location and won’t be affected by other Actors along the would-be path.

AddActorWorldRotation Node

AddActorWorldRotation Node
AddActorWorldRotation Node

The AddActorWorldRotation Node will change the rotation of an Actor relative to world space. The Actor to rotate is connected to the Target pin. The Delta Rotation pin is used to specify an offset to rotate the Actor by, not an absolute rotation . Whatever values are entered here will be added to the current rotation values.

If the Sweep pin is set to True, the Actor will rotate along a smooth path to get to its new rotation . This means that other Actors along its path have the potential to block its movement. If this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the Actor will teleport straight to the new rotation and won’t be affected by other Actors along the would-be path.

AddActorWorldTransform Node

AddActorWorldTransform Node
AddActorWorldTransform Node

The AddActorWorldTransform Node will change the Transform (location, rotation, and scale) of an Actor relative to world space. The Actor to transform is connected to the Target pin. The New Transform pin is used to specify an offset to transform the Actor by, not an absolute Transform. Whatever values are entered here will be added to the current Transform values.

If the Sweep pin is set to True, the Actor will transform along a smooth path to get to its new Transform . This means that other Actors along its path have the potential to block its movement. If this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the Actor will teleport straight to the new Transform and won’t be affected by other Actors along the would-be path.

AddLocalOffset Node

AddLocalOffset Node
AddLocalOffset Node

The AddLocalOffset Node will change the location of a component Actor relative to local space. The component to move is connected to the Target pin. The Delta Location pin is used to specify an offset to move the component by, not an absolute location. Whatever values are entered here will be added to the current location values.

If the Sweep pin is set to True, the component will move along a smooth path to get to its new location. This means that other Actors along its path have the potential to block its movement. If this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the component will teleport straight to the new location and won’t be affected by other Actors along the would-be path.

AddLocalRotation Node

AddLocalRotation Node
AddLocalRotation Node

The AddLocalRotation Node will change the rotation of a component Actor relative to local space. The component to rotate is connected to the Target pin. The Delta Rotation pin is used to specify an offset to rotate the component by, not an absolute rotation . Whatever values are entered here will be added to the current rotation values.

If the Sweep pin is set to True, the component will rotate along a smooth path to get to its new rotation . This means that other Actors along its path have the potential to block its movement. If this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the component will teleport straight to the new rotation and won’t be affected by other Actors along the would-be path.

AddLocalTransform Node

AddLocalTransform Node
AddLocalTransform Node

The AddLocalTransform Node will change the Transform (location, rotation, and scale) of a component Actor relative to local space. The component to transform is connected to the Target pin. The New Transform pin is used to specify an offset to transform the component by, not an absolute Transform. Whatever values are entered here will be added to the current Transform values.

If the Sweep pin is set to True, the component will transform along a smooth path to get to its new Transform . This means that other Actors along its path have the potential to block its movement. If this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the component will teleport straight to the new Transform and won’t be affected by other Actors along the would-be path.

AddRelativeLocation Node

AddRelativeLocation Node
AddRelativeLocation Node

The AddRelativeLocation Node will change the location of a component Actor relative to its parent (for Actors without an explicit parent, the Level/world itself is the parent). The component to move is connected to the Target pin. The Delta Location pin is used to specify an offset to move the component by, not an absolute location. Whatever values are entered here will be added to the current location values.

If the Sweep pin is set to True, the component will move along a smooth path to get to its new location. This means that other Actors along its path have the potential to block its movement. If this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the component will teleport straight to the new location and won’t be affected by other Actors along the would-be path.

AddRelativeRotation Node

AddRelativeRotation Node
AddRelativeRotation Node

The AddRelativeRotation Node will change the rotation of a component Actor relative to its parent (for Actors without an explicit parent, the Level/world itself is the parent). The component to rotate is connected to the Target pin. The Delta Rotation pin is used to specify an offset to rotate the component by, not an absolute rotation . Whatever values are entered here will be added to the current rotation values.

If the Sweep pin is set to True, the component will rotate along a smooth path to get to its new rotation . This means that other Actors along its path have the potential to block its movement. If this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the component will teleport straight to the new rotation and won’t be affected by other Actors along the would-be path.

AddWorldOffset Node

AddWorldOffset Node
AddWorldOffset Node

The AddWorldOffset Node will change the location of a component Actor relative to world space. The component to move is connected to the Target pin. The Delta Location pin is used to specify an offset to move the component by, not an absolute location. Whatever values are entered here will be added to the current location values.

If the Sweep pin is set to True, the component will move along a smooth path to get to its new location. This means that other Actors along its path have the potential to block its movement. If this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the component will teleport straight to the new location and won’t be affected by other Actors along the would-be path.

AddWorldRotation Node

AddWorldRotation Node
AddWorldRotation Node

The AddWorldRotation Node will change the rotation of a component Actor relative to world space. The component to rotate is connected to the Target pin. The Delta Rotation pin is used to specify an offset to rotate the component by, not an absolute rotation . Whatever values are entered here will be added to the current rotation values.

If the Sweep pin is set to True, the component will rotate along a smooth path to get to its new rotation . This means that other Actors along its path have the potential to block its movement. If this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the component will teleport straight to the new rotation and won’t be affected by other Actors along the would-be path.

AddWorldTransform Node

AddWorldTransform Node
AddWorldTransform Node

The AddWorldTransform Node will change the Transform (location, rotation, and scale) of a component Actor relative to world space. The component to transform is connected to the Target pin. The New Transform pin is used to specify an offset to transform the component by, not an absolute Transform. Whatever values are entered here will be added to the current Transform values.

If the Sweep pin is set to True, the component will transform along a smooth path to get to its new Transform . This means that other Actors along its path have the potential to block its movement. If this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the component will teleport straight to the new Transform and won’t be affected by other Actors along the would-be path.

AttachToActor Node

AttachToActor Node
AttachToActor Node

The AttachToActor Node will attach the root component of the Actor defined by the Target pin to the Actor defined by the Parent Actor pin. If the Parent Actor has a Socket, you can specify it by name in the Socket Name pin and the Target Actor will be attached to that Socket.

The Location Rule, Rotation Rule, and Scale Rule help determine the Transform properties of the Actor once it is attached. Keep Relative will take whatever the Target Actor’s current relative Transform is and make that the amount relative to the Parent Actor once attached. Keep World will cause the Target Actor to have the same Transform relative to the World once it’s attached. Snap to Target will cause the Transform value to be whatever it needs to be for the Target Actor to perfectly snap to the Parent Actor.

When Weld Simulated Bodies is True, the two Actors will combine to form a single rigid body for the sake of collisions. With this False, each Actor will have their own collision response.

AttachToComponent Node

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There are two versions of the AttachToComponent Node. One will attach the root component of an Actor defined by the Target pin to the component defined by the Parent pin. Another will attach a specific component defined by the Target pin to the component defined by the Parent pin. The latter also has a Return Value pin that will output a Boolean of True if the attachment was successful and a value of False if it was not.

If the Parent has a Socket, you can specify it by name in the Socket Name pin and the Target will be attached to that Socket.

The Location Rule, Rotation Rule, and Scale Rule help determine the Transform properties of the Actor/component once it is attached. Keep Relative will take whatever the Target’s current relative Transform is and make that the amount relative to the Parent once attached. Keep World will cause the Target to have the same Transform relative to the World once it’s attached. Snap to Target will cause the Transform value to be whatever it needs to be for the Target to perfectly snap to the Parent.

When Weld Simulated Bodies is True, the two objects will combine to form a single rigid body for the sake of collisions. With this False, each Actor/component will have their own collision response.

DetachFromActor Node

DetachFromActor Node
DetachFromActor Node

The DetachFromActor Node will detach the Actor defined by the Target pin from its Parent.

The Location Rule, Rotation Rule, and Scale Rule help determine the Transform properties of the Actor once it is detached. Keep Relative will take whatever the Target Actor’s current Transform is relative to its Parent and make that its Transform relative to the world once detached. Keep World will cause the Target Actor to have the same Transform relative to the world once it’s detached.

DetachFromComponent Node

DetachFromComponent Node
DetachFromComponent Node

The DetachFromComponent Node will detach the component defined by the Target pin from its Parent.

The Location Rule, Rotation Rule, and Scale Rule help determine the Transform properties of the component once it is detached. Keep Relative will take whatever the Target’s current Transform is relative to its Parent and make that its Transform relative to the world once detached. Keep World will cause the Target to have the same Transform relative to the world once it’s detached.

If the Call Modify pin is set to True, the Modify() function will be called on the Target and Parent component. The Modify() function will cause the Engine to save a copy of the Actor it was called on and can be used in conjunction with Undo/Redo features.

Does Socket Exist Node

Does Socket Exist Node
Does Socket Exist Node

The Does Socket Exist Node will check if a Socket with the name specified by the In Socket Name pin exists on the component specified by the Target pin. If the Socket does exist, the Return Value pin outputs a Boolean value of True, otherwise it outputs False.

Get Actor Array Average Location Node

Get Actor Array Average Location Node
Get Actor Array Average Location Node

The Get Actor Array Average Location Node takes in an array of Actors and outputs a Vector that represents the average of all their locations.

Get Actor Forward Vector Node

Get Actor Forward Vector Node
Get Actor Forward Vector Node

The Get Actor Forward Vector Node takes an Actor in its Target pin and outputs a Vector corresponding to the direction that the Actor’s relative X-axis points in world space.

Get Actor Right Vector Node

Get Actor Right Vector Node
Get Actor Right Vector Node

The Get Actor Right Vector Node takes an Actor in its Target pin and outputs a Vector corresponding to the direction that the Actor’s relative Y-axis points in world space.

Get Actor Up Vector Node

Get Actor Up Vector Node
Get Actor Up Vector Node

The Get Actor Up Vector Node takes an Actor in its Target pin and outputs a Vector corresponding to the direction that the Actor’s relative Z-axis points in world space.

Get All Socket Names Node

Get All Socket Names Node
Get All Socket Names Node

The Get All Socket Names Node takes a component as input and returns an array of the names of all Sockets on that component.

Get Attach Parent Node

Get Attach Parent Node
Get Attach Parent Node

The Get Attach Parent Node takes a component as input and outputs the Parent component it is attached to.

Get Attach Socket Name Node

Get Attach Socket Name Node
Get Attach Socket Name Node

The Get Attach Socket Name Node takes a component as input and outputs the name of the Socket, if any, it is attached to.

Get Component Velocity Node

Get Component Velocity Node
Get Component Velocity Node

The Get Component Velocity Node takes a component as input and outputs a Vector representing the component’s velocity.

Get Distance To Node

Get Distance To Node
Get Distance To Node

The Get Distance To Node takes two Actors as input and outputs a Float value representing the distance between them.

Get Dot Product To Node

Get Dot Product To Node
Get Dot Product To Node

The Get Dot Product To Node takes two Actors as input and outputs a Float value representing the dot product between them.

Get Forward Vector Node

Get Forward Vector Node
Get Forward Vector Node

The Get Forward Vector Node takes a component in its Target pin and outputs a Vector corresponding to the direction that the component’s relative X-axis points in world space.

Get Horizontal Distance To Node

Get Horizontal Distance To Node
Get Horizontal Distance To Node

The Get Horizontal Distance To Node takes two Actors as input and outputs a Float value representing the distance between them along the XY plane.

Get Horizontal Dot Product To Node

Get Horizontal Dot Product To Node
Get Horizontal Dot Product To Node

The Get Horizontal Dot Product To Node takes two Actors as input and outputs a Float value representing the dot product between them along the XY plane.

Get Relative Transform Node

Get Relative Transform Node
Get Relative Transform Node

The Get Relative Transform Node takes a component as input and returns the Transform of that component relative to its Parent.

Get Right Vector Node

Get Right Vector Node
Get Right Vector Node

The Get Right Vector Node takes a component in its Target pin and outputs a Vector corresponding to the direction that the component’s relative Y-axis points in world space.

Get Socket Location Node

Get Socket Location Node
Get Socket Location Node

The Get Socket Location Node will return a Vector describing the world space location of the Socket specified by the In Socket Name pin on the component defined by the Target pin.

Get Socket Rotation Node

Get Socket Rotation Node
Get Socket Rotation Node

The Get Socket Rotation Node will return a Rotator describing the world space rotation of the Socket specified by the In Socket Name pin on the component defined by the Target pin.

Get Socket Transform Node

Get Socket Transform Node
Get Socket Transform Node

The Get Socket Transform Node will return a Transform describing the world space Transform of the Socket specified by the In Socket Name pin on the component defined by the Target pin.

Get Squared Distance To Node

Get Squared Distance To Node
Get Squared Distance To Node

The Get Squared Distance To Node takes two Actors as input and outputs a Float value representing the squared distance between them.

Get Up Vector Node

Get Up Vector Node
Get Up Vector Node

The Get Up Vector Node takes a component in its Target pin and outputs a Vector corresponding to the direction that the component’s relative Z-axis points in world space.

Get Velocity Node

Get Velocity Node
Get Velocity Node

The Get Velocity Node takes an Actor as input and outputs a Vector representing the Actor’s velocity.

Get Vertical Distance To Node

Get Vertical Distance To Node
Get Vertical Distance To Node

The Get Vertical Distance To Node takes two Actors as input and outputs a Float value representing the distance between them along the Z axis.

GetActorLocation Node

GetActorLocation Node
GetActorLocation Node

The GetActorLocation Node takes an Actor as input and outputs a Vector value representing the Actor’s location.

GetActorRotation Node

GetActorRotation Node
GetActorRotation Node

The GetActorRotation Node takes an Actor as input and outputs a Rotator value representing the Actor’s rotation.

GetActorTransform Node

GetActorTransform Node
GetActorTransform Node

The GetActorTransform Node takes an Actor as input and outputs a Transform value representing the Actor’s Transform.

GetRootComponent Node

GetRootComponent Node
GetRootComponent Node

The GetRootComponent Node takes an Actor as input and outputs the root component of that Actor.

GetWorldLocation Node

GetWorldLocation Node
GetWorldLocation Node

The GetWorldLocation Node takes a component as input and outputs a Vector value representing the component’s location in world space.

GetWorldRotation Node

GetWorldRotation Node
GetWorldRotation Node

The GetWorldRotation Node takes a component as input and outputs a Rotator value representing the component’s rotation in world space.

GetWorldScale Node

GetWorldScale Node
GetWorldScale Node

The GetWorldScale Node takes a component as input and outputs a Vector value representing the component’s scale in world space.

GetWorldTransform Node

GetWorldTransform Node
GetWorldTransform Node

The GetWorldTransform Node takes a component as input and outputs a Transform value representing the component’s Transform in world space.

Reset Relative Transform Node

Reset Relative Transform Node
Reset Relative Transform Node

The Reset Relative Transform Node takes a component as input and sets that component’s location and rotation to zero relative to its parent, and sets its scale to 1.

Set Absolute Node

Set Absolute Node
Set Absolute Node

The Set Absolute Node is used to set the Transform properties of the component connected to its Target pin to “World” instead of “Relative.”  The New Absolute Location, New Absolute Rotation, and New Absolute Scale pins are used to specify which of the Transform properties you want to set to “World.”

Set Actor Relative Scale 3D Node

Set Actor Relative Scale 3D Node
Set Actor Relative Scale 3D Node

The Set Actor Relative Scale 3D Node is used to set the scale of an Actor to the value specified in the New Relative Scale pin, relative to its parent.

Set Actor Scale 3D Node

Set Actor Scale 3D Node
Set Actor Scale 3D Node

The Set Actor Scale 3D Node is used to set the scale of an Actor to the value specified in the New Scale 3D pin, relative to world space.

Set Relative Scale 3D Node

Set Relative Scale 3D Node
Set Relative Scale 3D Node

The Set Relative Scale 3D Node is used to set the scale of a component to the value specified in the New Scale 3D pin, relative to its parent.

Set World Scale 3D Node

Set World Scale 3D Node
Set World Scale 3D Node

The Set World Scale 3D Node is used to set the scale of a component to the value specified in the New Scale pin, relative to world space.

SetActorLocation Node

SetActorLocation Node
SetActorLocation Node

The SetActorLocation Node will set the absolute location of the Actor connected to the Target pin. It will set it to the location specified by the New Location pin.

If the Sweep pin is set to True, the Actor will move along a smooth path to get to its new location. This means that other Actors along its path have the potential to block its movement. When this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the Actor will teleport straight to the new location and won’t be affected by other Actors along the would-be path.

When Sweep is set to True, the Return Value will output True if the Actor was able to move at all. If Sweep is set to False, the Return Value will output True if the Actor’s location was successfully set.

SetActorLocationAndRotation Node

SetActorLocationAndRotation Node
SetActorLocationAndRotation Node

The SetActorLocationAndRotation Node will set the absolute location and rotation of the Actor connected to the Target pin. It will set it to the location specified by the New Location pin and the rotation specified by the New Rotation pin.

If the Sweep pin is set to True, the Actor will move along a smooth path to get to its new location and rotation. This means that other Actors along its path have the potential to block its movement. When this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the Actor will teleport straight to the new location and rotation and won’t be affected by other Actors along the would-be path.

The Return Value will output True if the Actor’s location and rotation was successfully set.

SetActorRelativeLocation Node

SetActorRelativeLocation Node
SetActorRelativeLocation Node

The SetActorRelativeLocation Node will set the location of the Actor connected to the Target pin. It will set it to the location specified by the New Relative Location pin, relative to its parent.

If the Sweep pin is set to True, the Actor will move along a smooth path to get to its new location. This means that other Actors along its path have the potential to block its movement. When this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the Actor will teleport straight to the new location and won’t be affected by other Actors along the would-be path.

SetActorRelativeRotation Node

SetActorRelativeRotation Node
SetActorRelativeRotation Node

The SetActorRelativeRotation Node will set the rotation of the Actor connected to the Target pin. It will set it to the rotation specified by the New Relative Rotation pin, relative to its parent.

If the Sweep pin is set to True, the Actor will move along a smooth path to get to its new rotation. This means that other Actors along its path have the potential to block its movement. When this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the Actor will teleport straight to the new rotation and won’t be affected by other Actors along the would-be path.

SetActorRelativeTransform Node

SetActorRelativeTransform Node
SetActorRelativeTransform Node

The SetActorRelativeTransform Node will set the Transform of the Actor connected to the Target pin. It will set it to the Transform specified by the New Relative Transform pin, relative to its parent.

If the Sweep pin is set to True, the Actor will move along a smooth path to get to its new Transform. This means that other Actors along its path have the potential to block its movement. When this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the Actor will teleport straight to the new Transform and won’t be affected by other Actors along the would-be path.

SetActorRotation Node

SetActorRotation Node
SetActorRotation Node

The SetActorRotation Node will set the absolute rotation of the Actor connected to the Target pin. It will set it to the rotation specified by the New Rotation pin.

If Teleport Physics is set to True, the Actor’s physics velocity will remain unchanged after the change in rotation, and thus ragdoll parts won’t be affected by the change. If Teleport Physics is set to False, the Actor’s physics velocity will be updated due to the change in rotation, and thus ragdoll parts will be affected by the change.

The Return Value will output True if the Actor’s rotation was successfully set.

SetActorTransform Node

SetActorTransform Node
SetActorTransform Node

The SetActorTransform Node will set the absolute Transform of the Actor connected to the Target pin. It will set it to the Transform specified by the New Transform pin.

If the Sweep pin is set to True, the Actor will move along a smooth path to get to its new Transform. This means that other Actors along its path have the potential to block its movement. When this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the Actor will teleport straight to the new Transform and won’t be affected by other Actors along the would-be path.

When Sweep is set to True, the Return Value will output True if the Actor was able to move at all. If Sweep is set to False, the Return Value will output True if the Actor’s Transform was successfully set.

SetRelativeLocation Node

SetRelativeLocation Node
SetRelativeLocation Node

The SetRelativeLocation Node will set the location of the component connected to the Target pin. It will set it to the location specified by the New Relative Location pin, relative to its parent.

If the Sweep pin is set to True, the component will move along a smooth path to get to its new location. This means that other Actors along its path have the potential to block its movement. When this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the component will teleport straight to the new location and won’t be affected by other Actors along the would-be path.

SetRelativeLocationAndRotation Node

SetRelativeLocationAndRotation Node
SetRelativeLocationAndRotation Node

The SetRelativeLocationAndRotation Node will set the location and rotation of the component connected to the Target pin. It will set it to the location specified by the New Relative Location pin and the rotation specified by the New Relative Rotation pin, relative to its parent.

If the Sweep pin is set to True, the component will move along a smooth path to get to its new location and rotation. This means that other Actors along its path have the potential to block its movement. When this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the component will teleport straight to the new location and rotation and won’t be affected by other Actors along the would-be path.

SetRelativeRotation Node

SetRelativeRotation Node
SetRelativeRotation Node

The SetRelativeRotation Node will set the rotation of the component connected to the Target pin. It will set it to the rotation specified by the New Relative Rotation pin, relative to its parent.

If the Sweep pin is set to True, the component will move along a smooth path to get to its new rotation. This means that other Actors along its path have the potential to block its movement. When this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the component will teleport straight to the new rotation and won’t be affected by other Actors along the would-be path.

SetRelativeTransform Node

SetRelativeTransform Node
SetRelativeTransform Node

The SetRelativeTransform Node will set the Transform of the component connected to the Target pin. It will set it to the Transform specified by the New Relative Transform pin, relative to its parent.

If the Sweep pin is set to True, the component will move along a smooth path to get to its new Transform. This means that other Actors along its path have the potential to block its movement. When this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the component will teleport straight to the new Transform and won’t be affected by other Actors along the would-be path.

SetWorldLocation Node

SetWorldLocation Node
SetWorldLocation Node

The SetWorldLocation Node will set the location of the component connected to the Target pin. It will set it to the location specified by the New Relative Location pin, relative to world space.

If the Sweep pin is set to True, the component will move along a smooth path to get to its new location. This means that other Actors along its path have the potential to block its movement. When this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the component will teleport straight to the new location and won’t be affected by other Actors along the would-be path.

SetWorldLocationAndRotation Node

SetWorldLocationAndRotation Node
SetWorldLocationAndRotation Node

The SetWorldLocationAndRotation Node will set the location and rotation of the component connected to the Target pin. It will set it to the location specified by the New Relative Location pin and the rotation specified by the New Relative Rotation pin, relative to world space.

If the Sweep pin is set to True, the component will move along a smooth path to get to its new location and rotation. This means that other Actors along its path have the potential to block its movement. When this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the component will teleport straight to the new location and rotation and won’t be affected by other Actors along the would-be path.

SetWorldRotation Node

SetWorldRotation Node
SetWorldRotation Node

The SetWorldRotation Node will set the rotation of the component connected to the Target pin. It will set it to the rotation specified by the New Relative Rotation pin, relative to world space.

If the Sweep pin is set to True, the component will move along a smooth path to get to its new rotation. This means that other Actors along its path have the potential to block its movement. When this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the component will teleport straight to the new rotation and won’t be affected by other Actors along the would-be path.

SetWorldTransform Node

SetWorldTransform Node
SetWorldTransform Node

The SetWorldTransform Node will set the Transform of the component connected to the Target pin. It will set it to the Transform specified by the New Relative Transform pin, relative to world space.

If the Sweep pin is set to True, the component will move along a smooth path to get to its new Transform. This means that other Actors along its path have the potential to block its movement. When this occurs, information about the collision can be retrieved from the Sweep Hit Result pin. If Teleport is set to True, the component will teleport straight to the new Transform. In this scenario, it won’t be affected by other Actors along the would-be path.

Teleport Node

Teleport Node
Teleport Node

The Teleport Node will teleport the Actor connected to the Target pin. The Actor will teleport to the location specified by the Dest Location pin. Also, it will teleport to the rotation specified by the Dest Rotation pin. If the new location causes the Actor to overlap with another, the Engine will attempt to move the teleported Actor slightly so there are no overlaps.

The Return Value will output True if the Actor was successfully teleported. It will output False if there was no room for it to fit at the new location.