Jump to content
  • Advertisement
Sign in to follow this  

How to calculate local velocity if you know it's world velocity and local rotation?

This topic is 1037 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm trying to simulate slip/tracking friction forces for my vehicle in UE4. 


  • I have the component velocity in World Space
  • I have its local rotation

I used the following code to get the local directions for the my vehicle in World Space:

	// Getting direction realtive to the cuboid; Used in steering and friction calculations. 
	FRotator Rotation = VMesh->GetComponentRotation();
	FRotator Yawrotation(0.f, Rotation.Yaw, 0.f);
	ForwardDir = FRotationMatrix(Yawrotation).GetUnitAxis(EAxis::X);
	RightDir = FRotationMatrix(Yawrotation).GetUnitAxis(EAxis::Y);
	UpDir = FRotationMatrix(Yawrotation).GetUnitAxis(EAxis::Z);

I can't figure out how to get it's Local velocity. Can I use the above syntax to solve problem somehow?



Share this post

Link to post
Share on other sites

Thank you so much! It works like a charm :) saved me hours of troubleshooting different methods 

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!