What Invert Transform node dose?

I can’t find any tutorial about it, I tried some way, but get strange result.

It converts local space to world space and vice versa. The description say it.

If you don’t understand that, you might need to watch some vids about the difference :slight_smile:

I know what local space means. But “Whose” local space does Invert Transform calculate? Or the local space relative to what?

Hi Kether,

Good questions, I’d love to grok this enough to give you a lucid, succinct answer. :wink:

The best I can tell you’d want to use it in conjunction with the ‘Compose Transform’ node.

Basing this off some of what I’m seeing in this community video.

Hope that helps!

If you’re working inside a blueprint, you can move the components in local or world space. When you need to convert between the two, you can use those nodes.

Still confused

If I have a blueprint with a cube in it

You can see it’s local transform is 0. But if I put it in the world ( and rotate it a bit ), the world transform is very different

Even though it’s local transform hasn’t changed.

These nodes go back and forth between these values…

Thank you for taking the time to reply. As I mentioned earlier, I understand the difference between local space and world space. What I cannot understand is Invert Transform node and the “WorldToLocal” in its description

So, you see my cube there.

If you wire up the transform nodes correctly, you can convert between those two transforms I’ve shown. That’s what it does…


So this is wrong I guess, How to do it right?

Let’s say I’m in a BP and I want to convert the location of a cube from local to world space. Then I say

If I want to convert from world location to local location:

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So, Where is Invert Transform node

That node is even worse :slight_smile:

What I’ve shown so far, is how to get from a world location to local location ( or the other way ). It also works for rotation.

In a general sense, you can make a transform that will make the conversion for you between world and local ( say ). If you feed that transform into this node, it will show you how to make the transform from local to world.

The GetActorTransform gives you the (local-to-)world-transform of that actor
When you invert the transform you’ll get the inverted world-transform (world-to-local)
This transform would then transform from world-space to local-space of that actor.

The tool-tip is only correct when using an actors transform, you could make your own transform, or combine transform and still use it, but it’ll just return the inverse of that transform, not necessarily a world-to-local

I guess checking out some videos on linear algebra/matrices could help

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