Rotate Around Vector
Github Link: https://github.com/Harrison1/unrealcpp/tree/master/RotateAroundVector
For this tutorial we are using the standard first person C++ template with starter content. If you don't know how to add a new actor class to your project, please visit the Add C++ Actor Class post.
In this tutorial we'll learn how to rotate an actor around a vector point. Start by creating a new C++
actor class and call it RotateAroundVector. In the header file we'll create our float
variables and make it EditAnywhere
so we can edit it later inside the editor. Below is the final header file code.
RotateAroundVector.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "RotateAroundVector.generated.h"
UCLASS()
class UNREALCPP_API ARotateAroundVector : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ARotateAroundVector();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// declare our variable for the angle axis
float AngleAxis;
};
In the .cpp
let's start by setting the default value of our AngleAxis
variable to 0.
default values
// Called when the game starts or when spawned
void ARotateAroundVector::BeginPlay()
{
Super::BeginPlay();
// init variable AngleAxis to 0 on begin play
AngleAxis = 0;
}
All of our logic is going inside the Tick
function. For this example we are going to use a fixed vector point, so every frame we want to set our fixed location by setting our NewLocation
to a fixed FVector
. Then declare how far way you want your actor be from the NewLocation
. I set the Radius
at 200 so the actor will always remain 200 unreal units away from the NewLocation
point.
Next, we want increase AngleAxis
by one every frame. This will increase the degree around the point the actor should move to. If AngleAxis
is greater than 360 we re-set the AngleAxis
to 1. You can look alternative ways of managing AngleAxis
here and here.
Next, we'll set RotateValue
by using the RotateAngleAxis
functions from our Radius
vector. This will return the amount of units needed to move the actor to its next location. Add RotateValue
's X, Y, and Z values to our NewLocation
variable accordingly. To learn more about the RotateAngleAxis
function from the Unreal Engine 4 documentation you can click here.
Finally, set the actor's location with SetActorLocation
to our NewLocation
.
Tick function
// Called every frame
void ARotateAroundVector::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// declare arbitrary vector point in the world to circle around
FVector NewLocation = FVector (0,0,800);
// declare size of radius to move around
FVector Radius = FVector(200,0,0);
// angle increases by 1 every frame
AngleAxis++;
// prevent number from growind indefinitely
if(AngleAxis > 360.0f) {
AngleAxis = 1;
}
FVector RotateValue = Radius.RotateAngleAxis(AngleAxis, FVector (0,0,1));
NewLocation.X += RotateValue.X;
NewLocation.Y += RotateValue.Y;
NewLocation.Z += RotateValue.Z;
SetActorLocation(NewLocation);
}
Compile the code. Drag and drop the new actor into the game world. Add a static mesh component to the actor. Now when you push play the actor will find and circle around the given vector point and always point. Below is the final .cpp
file.
RotateAroundVector.cpp
#include "RotateAroundVector.h"
// Sets default values
ARotateAroundVector::ARotateAroundVector()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ARotateAroundVector::BeginPlay()
{
Super::BeginPlay();
// init variable AngleAxis to 0 on begin play
AngleAxis = 0;
}
// Called every frame
void ARotateAroundVector::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// declare arbitrary vector point in the world to circle around
FVector NewLocation = FVector (0,0,800);
// declare size of radius to move around
FVector Radius = FVector(200,0,0);
// angle increases by 1 every frame
AngleAxis++;
// prevent number from growind indefinitely
if(AngleAxis > 360.0f) {
AngleAxis = 1;
}
FVector RotateValue = Radius.RotateAngleAxis(AngleAxis, FVector (0,0,1));
NewLocation.X += RotateValue.X;
NewLocation.Y += RotateValue.Y;
NewLocation.Z += RotateValue.Z;
SetActorLocation(NewLocation);
}