{ }Blueprint → C++

Unreal Engine 5 · Blueprint → C++

Break Transform in Unreal Engine 5 C++UE Docs

The Break Transform Blueprint node splits an FTransform into location, rotation, and scale. In C++ use GetLocation(), GetRotation().Rotator(), and GetScale3D().

Blueprint node & C++ equivalent

C++
FVector Location  = T.GetLocation();
FRotator Rotation = T.GetRotation().Rotator();
FVector Scale     = T.GetScale3D();

What does the Break Transform node do?

Break Transform takes a single FTransform and outputs its three components: the translation as an FVector, the rotation as an FRotator, and the scale as an FVector. It is the inverse of Make Transform.

You typically break a transform to read or modify one component, such as nudging only the location while keeping rotation and scale untouched.

The C++ equivalent

Read each component with its accessor: FVector Location = T.GetLocation();, FRotator Rotation = T.GetRotation().Rotator();, and FVector Scale = T.GetScale3D();.

FTransform stores rotation internally as an FQuat, so GetRotation() returns a quaternion. Call .Rotator() on it to get the FRotator that the Blueprint node exposes.

When to use it

Break a transform whenever you need its parts as standalone values, for example to feed location into a distance check or to log a readable rotation. If you only need translation, GetLocation() alone avoids the quaternion-to-rotator conversion cost.

Frequently asked questions

How do I get rotation from an FTransform in C++?+

FTransform stores rotation as an FQuat, so call T.GetRotation().Rotator() to convert it into the FRotator that the Break Transform Blueprint node outputs.

What is the C++ equivalent of Break Transform in UE5?+

Use the FTransform accessors GetLocation() for the FVector translation, GetRotation().Rotator() for the FRotator, and GetScale3D() for the FVector scale.

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