Transfer Relative location to WorldSpace?

You can get a world location provided you have the Parent transform (a transform in world space, like that of a RootComponent of an actor) and the Relative transform of the object in local space (relative to the Parent transform)

It is a two step process:

  1. Do a “Compose Transform” (that is what it is called in Blueprint) - note order of transforms matters

FTransform NewTransform = RelativeTransform * ParentTransform

  1. Get the location from the NewTransform

FVector NewLocation = NewTransform.GetLocation()

I should add: Check out CalcNewComponentToWorld function in SceneComponent.h which is designed to do Step 1 for you.

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