# Get Pawn View Transform

The **Get Pawn View Transform** Blueprint function returns the pawn's view transform in <span class="fr-term" tabindex="0" data-tooltip-key="world-space">world space</span>.

Use this when a Control Rig needs to follow the gameplay camera, most commonly for a first-person `camera_ctrl` input. The usual setup is to call it from a pure const Animation Blueprint function and feed the result into the rig through <span class="fr-term" tabindex="0" data-tooltip-key="property-access">Property Access</span>, like in [First-Person Setup](first-person-setup.md).

In C++, this function is `UFocalRigBlueprintFunctionLibrary::GetPawnViewTransform`.

## Usage

1. In the Animation Blueprint, make a pure const function such as `GetFirstPersonCameraTransform`.
2. Call `Try Get Pawn Owner`.
3. Pass that pawn into **Get Pawn View Transform**.
4. Return the transform and connect it to the Control Rig input through <span class="fr-term" tabindex="0" data-tooltip-key="property-access">Property Access</span>.

Do not call this function directly from the Animation Blueprint graph. It is not thread-safe.

## Behavior

| Case | Result |
|------|--------|
| Pawn is valid | Uses `GetActorEyesViewPoint` and returns that rotation and location as a transform |
| No pawn | Uses the editor preview fallback transform |

This function returns the pawn's view location and view rotation together as a single transform.

## View Transform Settings

| Property | Type | Description |
|----------|------|-------------|
| Editor Preview Transform | Transform | Fallback transform used when there is no pawn, such as in editor preview |
