unreal.Quat
?

class
unreal.
Quat
(x=0.0, y=0.0, z=0.0, w=1.0)? Bases:
unreal.StructBase
Quaternion. The full C++ class is located here: EngineSourceRuntimeCorePublicMathQuat.h:
C++ Source:
 Module: CoreUObject
 File: NoExportTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
w
(float): [ReadWrite] Wx
(float): [ReadWrite] Xy
(float): [ReadWrite] Yz
(float): [ReadWrite] Z

IDENTITY
= None? (Quat) – Identity quaternion constant

__add__
(other)? Overloads:
Quat
Returns addition of Vector A and Vector B (A + B)

__eq__
(other)? Overloads:
Quat
Returns true if Quaternion A is equal to Quaternion B (A == B) within a specified error tolerance

__iadd__
(other)? Overloads:
Quat
Returns addition of Vector A and Vector B (A + B)

__imul__
(other)? Overloads:
Quat
Gets the result of multiplying two quaternions (A * B).Order matters when composing quaternions: C = A * B will yield a quaternion C that logically first applies B then A to any subsequent transformation (right first, then left).
@param B The Quaternion to multiply by. @return The result of multiplication (A * B).

__isub__
(other)? Overloads:
Quat
Returns subtraction of Vector B from Vector A (A  B)

__mul__
(other)? Overloads:
Quat
Gets the result of multiplying two quaternions (A * B).Order matters when composing quaternions: C = A * B will yield a quaternion C that logically first applies B then A to any subsequent transformation (right first, then left).
@param B The Quaternion to multiply by. @return The result of multiplication (A * B).

__ne__
(other)? Overloads:
Quat
Returns true if Quat A is not equal to Quat B (A != B) within a specified error tolerance

__sub__
(other)? Overloads:
Quat
Returns subtraction of Vector B from Vector A (A  B)

add
(b) → Quat? Returns addition of Vector A and Vector B (A + B)
Parameters: b (Quat) – Returns: Return type: Quat

angular_distance
(b) → float? Find the angular distance/difference between two rotation quaternions.
Parameters: b (Quat) – Quaternion to find angle distance to Returns: angular distance in radians Return type: float

ensure_shortest_arc_to
(b) → None? Modify the quaternion to ensure that the delta between it and B represents the shortest possible rotation angle.
Parameters: b (Quat) –

equals
(b, tolerance=0.000100) → bool? Returns true if Quaternion A is equal to Quaternion B (A == B) within a specified error tolerance
Parameters: Returns: Return type:

euler
() → Vector? Convert a Quaternion into floatingpoint Euler angles (in degrees).
Returns: Return type: Vector

exp
() → Quat? Used in combination with Log(). Assumes a quaternion with W=0 and V=theta*v (where v = 1). Exp(q) = (sin(theta)*v, cos(theta))
Returns: Return type: Quat

get_axis_x
() → Vector? Get the forward direction (X axis) after it has been rotated by this Quaternion.
Returns: Return type: Vector

get_axis_y
() → Vector? Get the right direction (Y axis) after it has been rotated by this Quaternion.
Returns: Return type: Vector

get_axis_z
() → Vector? Get the up direction (Z axis) after it has been rotated by this Quaternion.
Returns: Return type: Vector

get_rotation_axis
() → Vector? Get the axis of rotation of the Quaternion. This is the axis around which rotation occurs to transform the canonical coordinate system to the target orientation. For the identity Quaternion which has no such rotation, FVector(1,0,0) is returned.
Returns: Return type: Vector

is_finite
() → bool? Determine if all the values are finite (not NaN nor Inf) in this Quat.
Returns: Return type: bool

is_identity
(tolerance=0.000100) → bool? Checks whether this Quaternion is an Identity Quaternion. Assumes Quaternion tested is normalized.
Parameters: tolerance (float) – Error tolerance for comparison with Identity Quaternion. Returns: true if Quaternion is a normalized Identity Quaternion. Return type: bool

is_non_finite
() → bool? Determine if there are any nonfinite values (NaN or Inf) in this Quat.
Returns: Return type: bool

log
() → Quat? Quaternion with W=0 and V=theta*v. Used in combination with Exp().
Returns: Return type: Quat

multiply
(b) → Quat? Gets the result of multiplying two quaternions (A * B).
Order matters when composing quaternions: C = A * B will yield a quaternion C that logically first applies B then A to any subsequent transformation (right first, then left).
Parameters: b (Quat) – The Quaternion to multiply by. Returns: The result of multiplication (A * B). Return type: Quat

normalize
(tolerance=0.000100) → None? Normalize this quaternion if it is large enough as compared to the supplied tolerance. If it is too small then set it to the identity quaternion.
Parameters: tolerance (float) – Minimum squared length of quaternion for normalization.

normalized
(tolerance=0.000100) → Quat? Get a normalized copy of this quaternion. If it is too small, returns an identity quaternion.
Parameters: tolerance (float) – Minimum squared length of quaternion for normalization. Returns: Return type: Quat

not_equal
(b, error_tolerance=0.000100) → bool? Returns true if Quat A is not equal to Quat B (A != B) within a specified error tolerance
Parameters: Returns: Return type:

rotate_vector
(v) → Vector? Rotate a vector by this quaternion.
Parameters: v (Vector) – the vector to be rotated Returns: vector after rotation Return type: Vector

rotator
() → Rotator? Convert to Rotator representation of this Quaternion.
Returns: Return type: Rotator

set_components
(x, y, z, w) → None? Set X, Y, Z, W components of Quaternion.
Parameters:

set_from_euler
(euler) → None? Convert a vector of floatingpoint Euler angles (in degrees) into a Quaternion.
Parameters: euler (Vector) – the Euler angles

size
() → float? Get the length of the quaternion.
Returns: The length of the quaternion. Return type: float

size_squared
() → float? Get the squared length of the quaternion.
Returns: The squared length of the quaternion. Return type: float

subtract
(b) → Quat? Returns subtraction of Vector B from Vector A (A  B)
Parameters: b (Quat) – Returns: Return type: Quat

unrotate_vector
(v) → Vector? Rotate a vector by the inverse of this quaternion.
Parameters: v (Vector) – the vector to be rotated Returns: vector after rotation by the inverse of this quaternion. Return type: Vector

vector_forward
() → Vector? Get the forward direction (X axis) after it has been rotated by this Quaternion.
Returns: Return type: Vector

vector_right
() → Vector? Get the right direction (Y axis) after it has been rotated by this Quaternion.
Returns: Return type: Vector

vector_up
() → Vector? Get the up direction (Z axis) after it has been rotated by this Quaternion.
Returns: Return type: Vector

w
? (float) – [ReadWrite] W

x
? (float) – [ReadWrite] X

y
? (float) – [ReadWrite] Y

z
? (float) – [ReadWrite] Z