confused about the location and rotation in UE4

I am totally perplexed about the location and rotation in unreal engine.
I wonder if there is a place where i can turn to study systematically about location and rotation.

What has you confused? A specific blueprint function or just those things in general?

Location is just an FVector with an X,Y,Z component. Every location is relative to something else. In the game world, it would usually be relative to the world origin, so this would be called “world space”. In a blueprint, object locations are relative to the object origin. So, if you have a sun at position [0,0,0] and planet earth is a component of that solar system, the position of earth could be [1000,0,0]. The solar system could then be placed somewhere in the world, such as [3500,0,0]. The position of “earth” in world space would be the sun position + relative earth position = [4500,0,0].

Rotation is a combination of Pitch, Yaw and Roll. These are rotations around the X,Y and Z axis, respectively. Rotations in UE4 are measured in degrees, not radians. Internally, rotations are stored as Quaternions. Don’t even bother to try to understand quaternions, they will make your brain melt. Just know that a quaternion is a rotation of some amount around an arbitrary axis of rotation.

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UE4 Documentations explains this extensively. It is basic 3D graphics theory.