FTransform
Namespace: UAssetAPI.UnrealTypes
Transform composed of Scale, Rotation (as a quaternion), and Translation. Transforms can be used to convert from one space to another, for example by transforming positions and directions from local space to world space.
Transformation of position vectors is applied in the order: Scale -> Rotate -> Translate. Transformation of direction vectors is applied in the order: Scale -> Rotate.
Order matters when composing transforms: C = A * B will yield a transform C that logically first applies A then B to any subsequent transformation. Note that this is the opposite order of quaternion (FQuat) multiplication.
Example: LocalToWorld = (DeltaRotation * LocalToWorld) will change rotation in local space by DeltaRotation. Example: LocalToWorld = (LocalToWorld * DeltaRotation) will change rotation in world space by DeltaRotation.
public struct FTransform
Inheritance Object → ValueType → FTransform
Fields
Rotation
Rotation of this transformation, as a quaternion
public FQuat Rotation;
Translation
Translation of this transformation, as a vector.
public FVector Translation;
Scale3D
3D scale (always applied in local space) as a vector.
public FVector Scale3D;
Constructors
FTransform(FQuat, FVector, FVector)
FTransform(FQuat rotation, FVector translation, FVector scale3D)
Parameters
rotation
FQuat
translation
FVector
scale3D
FVector
FTransform(AssetBinaryReader)
FTransform(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter