# Getting actor's transform in animation blueprints

**URL:** <https://forums.unrealengine.com/t/getting-actors-transform-in-animation-blueprints/307088>\
**Category:** Character & Animation\
**Tags:** unreal-engine, question\
**Created:** [February 16, 2015, 7:29am UTC](https://forums.unrealengine.com/t/getting-actors-transform-in-animation-blueprints/307088 "2015-02-16T07:29:08Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![16bit](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@16bit](https://forums.unrealengine.com/u/16bit)\
**Post date:** [February 16, 2015, 7:29am UTC](https://forums.unrealengine.com/t/getting-actors-transform-in-animation-blueprints/307088/1 "2015-02-16T07:29:08Z")

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I’m trying to find out how to rotate a bone by using find look at rotation. But I don’t know how to access the actors transforms from the anim blueprint screen.

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/0/d/f0daaabc575c71d70fd4bbfe4f0e7e4a2a6099dc.png) ](https://i.imgur.com/ltFxUtY.png)

Should I cast to the actor that will be using the anim blueprint and get it from there? And if so, what should I cast from?

Or should I get the bones location and rotation?

**-Solution-**

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/2/a/72af0a1419d165832e971c971afc76899d60588c.jpeg) ](https://i.imgur.com/NcOe13ah.png)

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**Author:** ![mirsabayu](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mirsabayu](https://forums.unrealengine.com/u/mirsabayu)\
**Post date:** [February 16, 2015, 8:35am UTC](https://forums.unrealengine.com/t/getting-actors-transform-in-animation-blueprints/307088/2 "2015-02-16T08:35:29Z")

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why you don’t get the character from TryGetPawnOwner??? cast it to your character and get the skeletal mesh data from there…

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**Author:** ![16bit](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@16bit](https://forums.unrealengine.com/u/16bit)\
**Post date:** [February 16, 2015, 11:03am UTC](https://forums.unrealengine.com/t/getting-actors-transform-in-animation-blueprints/307088/3 "2015-02-16T11:03:11Z")

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Because the anim blueprint is going to an actor, not a pawn, so It won’t let me cast to it. I had already tried. It’s just a simple turret that rotates its cannon which is skinned to a bone.

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**Author:** ![Fluppi393](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Fluppi393](https://forums.unrealengine.com/u/Fluppi393)\
**Post date:** [February 16, 2015, 12:21pm UTC](https://forums.unrealengine.com/t/getting-actors-transform-in-animation-blueprints/307088/4 "2015-02-16T12:21:43Z")

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Hey, there must be some kind of “GetOwner” or “GetOwningActor” node which will give you a reference to the owning actor.

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**Author:** ![mirsabayu](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mirsabayu](https://forums.unrealengine.com/u/mirsabayu)\
**Post date:** [February 16, 2015, 1:47pm UTC](https://forums.unrealengine.com/t/getting-actors-transform-in-animation-blueprints/307088/5 "2015-02-16T13:47:19Z")

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if that the case, you also can reparent your animblueprint, let’s take a look at this ::

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, after that you can directly set the variable that you wanted to use in the animation jejeje

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<div class="post-metadata">

**Author:** ![16bit](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@16bit](https://forums.unrealengine.com/u/16bit)\
**Post date:** [February 17, 2015, 7:16am UTC](https://forums.unrealengine.com/t/getting-actors-transform-in-animation-blueprints/307088/6 "2015-02-17T07:16:50Z")

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[](https://imgur.com/NcOe13a)

Yea that worked. But it rotates exactly 180 degrees away from the player. I assume this is because of some bone orientation when I skinned it. Do you know how I would be able to inverse it or something?
