diff --git a/Source/Engine/Level/Actor.cpp b/Source/Engine/Level/Actor.cpp
index 19fef4ca1..29aaff502 100644
--- a/Source/Engine/Level/Actor.cpp
+++ b/Source/Engine/Level/Actor.cpp
@@ -1730,6 +1730,11 @@ void Actor::LookAt(const Vector3& worldPos, const Vector3& worldUp)
}
Quaternion Actor::LookingAt(const Vector3& worldPos) const
+{
+ return GetLookAtDirection(worldPos);
+}
+
+Quaternion Actor::GetLookAtDirection(const Vector3& worldPos) const
{
const Vector3 direction = worldPos - _transform.Translation;
if (direction.LengthSquared() < ZeroTolerance)
@@ -1757,6 +1762,11 @@ Quaternion Actor::LookingAt(const Vector3& worldPos) const
}
Quaternion Actor::LookingAt(const Vector3& worldPos, const Vector3& worldUp) const
+{
+ return GetLookAtDirection(worldPos, worldUp);
+}
+
+Quaternion Actor::GetLookAtDirection(const Vector3& worldPos, const Vector3& worldUp) const
{
const Vector3 direction = worldPos - _transform.Translation;
if (direction.LengthSquared() < ZeroTolerance)
diff --git a/Source/Engine/Level/Actor.h b/Source/Engine/Level/Actor.h
index 0ed5cc822..16b0c8ce3 100644
--- a/Source/Engine/Level/Actor.h
+++ b/Source/Engine/Level/Actor.h
@@ -915,16 +915,33 @@ public:
///
/// Gets rotation of the actor oriented towards the specified world position.
+ /// [Deprecated in v1.13]
///
/// The world position to orient towards.
+ DEPRECATED("Use GetLookAtDirection instead.")
API_FUNCTION() Quaternion LookingAt(const Vector3& worldPos) const;
+
+ ///
+ /// Gets rotation of the actor oriented towards the specified world position.
+ ///
+ /// The world position to orient towards.
+ API_FUNCTION() Quaternion GetLookAtDirection(const Vector3& worldPos) const;
+ ///
+ /// Gets rotation of the actor oriented towards the specified world position with upwards direction.
+ /// [Deprecated in v1.13]
+ ///
+ /// The world position to orient towards.
+ /// The up direction that constrains up axis orientation to a plane this vector lies on. This rule might be broken if forward and up direction are nearly parallel.
+ DEPRECATED("Use GetLookAtDirection instead.")
+ API_FUNCTION() Quaternion LookingAt(const Vector3& worldPos, const Vector3& worldUp) const;
+
///
/// Gets rotation of the actor oriented towards the specified world position with upwards direction.
///
/// The world position to orient towards.
/// The up direction that constrains up axis orientation to a plane this vector lies on. This rule might be broken if forward and up direction are nearly parallel.
- API_FUNCTION() Quaternion LookingAt(const Vector3& worldPos, const Vector3& worldUp) const;
+ API_FUNCTION() Quaternion GetLookAtDirection(const Vector3& worldPos, const Vector3& worldUp) const;
public:
///