AddLocalRotaton in C++ Function Library

Hello dear Community,
in my Project I have the Gimbal Lock Problem.
My whole Project uses BluePrints.
Because of that, I want to make a C++ Function Library which I can acess with my BluePrints.
In the Function Library should be a Function which do a Rotation with Quaternions.

But everytime I try to use the ‘AddLocalRotation’-Function I get an Error Message: error C3861 “AddLocalRotation” identifier not found! (translated from german)


#pragma once

#include "Kismet/BlueprintFunctionLibrary.h"
#include "Runtime/Engine/Classes/Components/SceneComponent.h"
#include "MyBlueprintFunctionLibraryTest.generated.h"

class FLYINGTEMPLATE_API UMyBlueprintFunctionLibraryTest : public UBlueprintFunctionLibrary

		UFUNCTION(BlueprintCallable, meta = (DisplayName = "AddLocalRotationQuat", Keywords = "rotation"), Category = "Utilities|Transformation")

		void AddLocalRotationQuat(const FQuat& DeltaRotation);


#include "FlyingTEmplate.h"
#include "MyBlueprintFunctionLibraryTest.h"

void UMyBlueprintFunctionLibraryTest::AddLocalRotationQuat(const FQuat& DeltaRotation)

AddLocalRotation doesn’t seemed to be defined anywhere. Where are you pulling that from?

I want to use the standard AddLocalRotation method that you can also use in the blueprints.
I basically try to implement this original from pastebin in my function library.

AddLocalRotation comes from the SceneComponent, You need to pass in the USceneComponent and call it that way.


#include "Components/SceneComponent.h"


UFUNCTION(BlueprintCallable, meta = (DisplayName = "AddLocalRotationQuat", Keywords = "rotation"), Category = "Utilities|Transformation")   
 void AddLocalRotationQuat(USceneComponent* SceneComponent, const FQuat& DeltaRotation);


 void UMyBlueprintFunctionLibraryTest::AddLocalRotationQuat(USceneComponent* SceneComponent, const FQuat& DeltaRotation)
    if (SceneComponent) 

Big thanks to ExtraLifeMatt! You helped me very much :slight_smile:
I’m new to unreal but I’m glad to see how amazing this community is!

PS: I also set my functions to static to avoid the target node connection.