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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Kismet
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintFunctionLibrary
- UKismetMathLibrary
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Kismet/KismetMathLibrary.h |
| Include | #include "Kismet/KismetMathLibrary.h" |
Syntax
class UKismetMathLibrary : public UBlueprintFunctionLibrary
Variables
| Type | Name | Description | |
|---|---|---|---|
| DeprecationMessage |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UKismetMathLibrary
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| double | Abs
(
double A |
Returns the absolute (positive) value of A | |
| int32 | Abs_Int
(
int32 A |
Returns the absolute (positive) value of A | |
| int64 | Abs_Int64
(
int64 A |
Returns the absolute (positive) value of A | |
| double | Acos
(
double A |
Returns the inverse cosine (arccos) of A (result is in Radians) | |
| uint8 | Add_ByteByte
(
uint8 A, |
Addition (A + B) | |
| FDateTime | Add_DateTimeDateTime
(
FDateTime A, |
Addition (A + B) | |
| FDateTime | Add_DateTimeTimespan
(
FDateTime A, |
Addition (A + B)DateTime functions | |
| double | Add_DoubleDouble
(
double A, |
Addition (A + B) | |
| int64 | Add_Int64Int64
(
int64 A, |
Addition (A + B) | |
| int32 | Add_IntInt
(
int32 A, |
Addition (A + B) | |
| FIntPoint | Add_IntPointInt
(
FIntPoint A, |
Addition (A - B) | |
| FIntPoint | Add_IntPointIntPoint
(
FIntPoint A, |
Returns IntPoint A added by B | |
| FLinearColor | Element-wise addition of two linear colors (R+R, G+G, B+B, A+A) | ||
| FMatrix | Add_MatrixMatrix
(
const FMatrix& A, |
Gets the result of adding a matrix to this. | |
| FQuat | Add_QuatQuat
(
const FQuat& A, |
Returns addition of Vector A and Vector B (A + B) | |
| FTimespan | Add_TimespanTimespan
(
FTimespan A, |
Addition (A + B)Timespan functions | |
| FVector2D | Add_Vector2DFloat
(
FVector2D A, |
Returns Vector A added by B | |
| FVector2D | Add_Vector2DVector2D
(
FVector2D A, |
Returns addition of Vector A and Vector B (A + B) | |
| FVector4 | Add_Vector4Vector4
(
const FVector4& A, |
Returns addition of Vector A and Vector B (A + B) | |
| FVector | Add_VectorFloat
(
FVector A, |
Adds a float to each component of a vector | |
| FVector | Add_VectorInt
(
FVector A, |
Adds an integer to each component of a vector | |
| FVector | Add_VectorVector
(
FVector A, |
Vector addition | |
| int64 | And_Int64Int64
(
int64 A, |
Bitwise AND (A & B) | |
| int32 | And_IntInt
(
int32 A, |
Bitwise AND (A & B) | |
| double | Asin
(
double A |
Returns the inverse sine (arcsin) of A (result is in Radians) | |
| double | Atan
(
double A |
Returns the inverse tan (atan) (result is in Radians) | |
| double | Atan2
(
double Y, |
Returns the inverse tan (atan2) of A/B (result is in Radians) | |
| void | AverageOfIntArray
(
const TArray< int32 >& IntArray, |
Returns average of all array entries. Returns value of 0 if the supplied array is empty. | |
| uint8 | BMax
(
uint8 A, |
Returns the maximum value of A and B | |
| uint8 | BMin
(
uint8 A, |
Returns the minimum value of A and B | |
| bool | BooleanAND
(
bool A, |
Returns the logical AND of two values (A AND B) | |
| bool | BooleanNAND
(
bool A, |
Returns the logical NAND of two values (A AND B) | |
| bool | BooleanNOR
(
bool A, |
Returns the logical Not OR of two values (A NOR B) | |
| bool | BooleanOR
(
bool A, |
Returns the logical OR of two values (A OR B) | |
| bool | BooleanXOR
(
bool A, |
Returns the logical eXclusive OR of two values (A XOR B) | |
| void | BreakBoxSphereBounds
(
const FBoxSphereBounds& InBoxSphereBounds, |
Breaks an FBoxSphereBounds into origin, extent, and radius | |
| void | BreakColor
(
FLinearColor InColor, |
Breaks apart a color into individual RGB components (as well as alpha) | |
| void | BreakDateTime
(
FDateTime InDateTime, |
Breaks a DateTime into its components | |
| void | BreakFrameRate
(
const FFrameRate& InFrameRate, |
Breaks a FFrameRate into a numerator and denominator. | |
| void | BreakQualifiedFrameTime
(
const FQualifiedFrameTime& InFrameTime, |
Breaks a FQualifiedFrameTime into its component parts again. | |
| void | BreakQuat
(
const FQuat& InQuat, |
Breaks a quat apart into X, Y, Z, W | |
| void | BreakRandomStream
(
const FRandomStream& InRandomStream, |
Breaks apart a random number generator | |
| void | BreakRotator
(
FRotator InRot, |
Breaks apart a rotator into {Roll, Pitch, Yaw} angles in degrees | |
| void | BreakRotIntoAxes
(
const FRotator& InRot, |
Breaks apart a rotator into its component axes | |
| void | BreakTimespan
(
FTimespan InTimespan, |
Breaks a Timespan into its components | |
| void | BreakTimespan2
(
FTimespan InTimespan, |
Breaks a Timespan into its components | |
| void | BreakTransform
(
const FTransform& InTransform, |
Breaks apart a transform into location, rotation and scale | |
| void | BreakVector
(
FVector InVec, |
Breaks a vector apart into X, Y, Z | |
| void | BreakVector_NetQuantize
(
FVector_NetQuantize InVec, |
||
| void | BreakVector_NetQuantize10
(
FVector_NetQuantize10 InVec, |
||
| void | BreakVector_NetQuantize100
(
FVector_NetQuantize100 InVec, |
||
| void | BreakVector_NetQuantizeNormal
(
FVector_NetQuantizeNormal InVec, |
||
| void | BreakVector2D
(
FVector2D InVec, |
Breaks a 2D vector apart into X, Y. | |
| void | BreakVector4
(
const FVector4& InVec, |
Breaks a 4D vector apart into X, Y, Z, W. | |
| FLinearColor | CInterpTo
(
FLinearColor Current, |
Interpolate Linear Color from Current to Target. | |
| int32 | Clamp
(
int32 Value, |
Returns Value clamped to be between A and B (inclusive) | |
| double | ClampAngle
(
double AngleDegrees, |
Clamps an arbitrary angle to be between the given angles. Will clamp to nearest boundary. | |
| FVector2D | ClampAxes2D
(
FVector2D A, |
Creates a copy of this vector with both axes clamped to the given range. | |
| float | ClampAxis
(
float Angle |
Clamps an angle to the range of [0, 360]. | |
| int64 | ClampInt64
(
int64 Value, |
Returns Value clamped to be between A and B (inclusive) | |
| FVector | ClampVectorSize
(
FVector A, |
Create a copy of this vector, with its magnitude/size/length clamped between Min and Max. | |
| bool | ClassIsChildOf
(
TSubclassOf< class UObject > TestClass, |
Determine if a class is a child of another class. | |
| FRotator | ComposeRotators
(
FRotator A, |
Combine 2 rotations to give you the resulting rotation of first applying A, then B. | |
| FTransform | ComposeTransforms
(
const FTransform& A, |
Compose two transforms in order: A * B. | |
| uint8 | Conv_BoolToByte
(
bool InBool |
Converts a bool to a byte | |
| double | Conv_BoolToDouble
(
bool InBool |
Converts a bool to a float (0.0 or 1.0) | |
| int32 | Conv_BoolToInt
(
bool InBool |
Converts a bool to an int | |
| double | Conv_ByteToDouble
(
uint8 InByte |
Converts a byte to a float | |
| int32 | Conv_ByteToInt
(
uint8 InByte |
Converts a byte to an integer | |
| int64 | Conv_ByteToInt64
(
uint8 InByte |
Converts a byte to an integer | |
| FLinearColor | Conv_ColorToLinearColor
(
FColor InColor |
Converts a color to LinearColor | |
| float | Conv_DoubleToFloat
(
double InDouble |
Converts a 64 bit floating point to a 32 bit floating point (if the float is too large, returns the low 32 bits) | |
| int64 | Conv_DoubleToInt64
(
double InDouble |
Converts a float to a 64 bit integer | |
| FLinearColor | Conv_DoubleToLinearColor
(
double InDouble |
Converts a float into a LinearColor, where each RGB element is that float | |
| FVector | Conv_DoubleToVector
(
double InDouble |
Converts a double into a vector, where each element is that float | |
| FVector2D | Conv_DoubleToVector2D
(
double InDouble |
Convert a float into a vector, where each element is that float | |
| double | Conv_FloatToDouble
(
float InFloat |
Converts a 32 bit floating point to a 64 bit floating point | |
| uint8 | Conv_Int64ToByte
(
int64 InInt |
Converts a 64 bit integer to a byte (if the integer is too large, returns the low 8 bits) | |
| double | Conv_Int64ToDouble
(
int64 InInt |
Converts a 64 bit integer to a float | |
| int32 | Conv_Int64ToInt
(
int64 InInt |
Converts a 64 bit integer to a 32 bit integer (if the integer is too large, returns the low 32 bits) | |
| FVector2D | Conv_IntPointToVector2D
(
FIntPoint InIntPoint |
IntPoint functionsConverts an IntPoint to a Vector2D | |
| bool | Conv_IntToBool
(
int32 InInt |
Converts a int to a bool | |
| uint8 | Conv_IntToByte
(
int32 InInt |
Converts an integer to a byte (if the integer is too large, returns the low 8 bits) | |
| double | Conv_IntToDouble
(
int32 InInt |
Converts an integer to a float | |
| int64 | Conv_IntToInt64
(
int32 InInt |
Converts an integer to a 64 bit integer | |
| FIntVector | Conv_IntToIntVector
(
int32 InInt |
Converts an integer to an IntVector | |
| FVector | Conv_IntToVector
(
int32 InInt |
Converts an integer to a FVector | |
| FVector | Conv_IntVectorToVector
(
const FIntVector& InIntVector |
Converts an IntVector to a vector | |
| FColor | Conv_LinearColorToColor
(
FLinearColor InLinearColor, |
Quantizes the linear color and returns the result as a FColor with optional sRGB conversion and quality as goal. | |
| FVector | Conv_LinearColorToVector
(
FLinearColor InLinearColor |
Converts a LinearColor to a vector | |
| FRotator | Conv_MatrixToRotator
(
const FMatrix& InMatrix |
Converts a Matrix to a Rotator (Assumes Matrix represents a transform) | |
| FTransform | Conv_MatrixToTransform
(
const FMatrix& InMatrix |
Matrix functions Converts a Matrix to a Transform (Assumes Matrix represents a transform) | |
| FQuat | Conv_RotatorToQuaternion
(
FRotator InRot |
Converts to Quaternion representation of this Rotator. | |
| FTransform | Conv_RotatorToTransform
(
const FRotator& InRotator |
Converts Rotator to Transform | |
| FVector | Conv_RotatorToVector
(
FRotator InRot |
Get the X direction vector after this rotation | |
| FMatrix | Conv_TransformToMatrix
(
const FTransform& Transform |
Converts a Transform to a Matrix with scale | |
| FIntPoint | Conv_Vector2DToIntPoint
(
FVector2D InVector2D |
Converts a Vector2D to an IntPoint | |
| FVector | Conv_Vector2DToVector
(
FVector2D InVector2D, |
Converts a Vector2D to a Vector | |
| FQuat | Conv_Vector4ToQuaternion
(
const FVector4& InVec |
Return the Quaternion orientation corresponding to the direction in which the vector points. | |
| FRotator | Conv_Vector4ToRotator
(
const FVector4& InVec |
Return the FRotator orientation corresponding to the direction in which the vector points. | |
| FVector | Conv_Vector4ToVector
(
const FVector4& InVector4 |
Converts a Vector4 to a Vector (dropping the W element) | |
| FLinearColor | Conv_VectorToLinearColor
(
FVector InVec |
Converts a vector to LinearColor | |
| FQuat | Conv_VectorToQuaternion
(
FVector InVec |
Return the Quaternion orientation corresponding to the direction in which the vector points. | |
| FRotator | Conv_VectorToRotator
(
FVector InVec |
Return the FRotator orientation corresponding to the direction in which the vector points. | |
| FTransform | Conv_VectorToTransform
(
FVector InLocation |
Converts a vector to a transform. Uses vector as location | |
| FVector2D | Conv_VectorToVector2D
(
FVector InVector |
Converts a Vector to a Vector2D using the Vector's (X, Y) coordinates | |
| double | Cos
(
double A |
Returns the cosine of A (expects Radians) | |
| FVector | CreateVectorFromYawPitch
(
float Yaw, |
Creates a directional vector from rotation values {Pitch, Yaw} supplied in degrees with specified Length | |
| FVector | Cross_VectorVector
(
FVector A, |
Returns the cross product of two 3d vectors - see http://mathworld.wolfram.com/CrossProduct.html | |
| double | CrossProduct2D
(
FVector2D A, |
Returns the cross product of two 2d vectors - see http://mathworld.wolfram.com/CrossProduct.html | |
| bool | DateTimeFromIsoString
(
FString IsoString, |
Converts a date string in ISO-8601 format to a DateTime object | |
| bool | DateTimeFromString
(
FString DateTimeString, |
Converts a date string to a DateTime object | |
| FDateTime | Returns the maximum date and time value | ||
| FDateTime | Returns the minimum date and time value | ||
| int32 | DaysInMonth
(
int32 Year, |
Returns the number of days in the given year and month | |
| int32 | DaysInYear
(
int32 Year |
Returns the number of days in the given year | |
| double | DegAcos
(
double A |
Returns the inverse cos (arccos) of A (result is in Degrees) | |
| double | DegAsin
(
double A |
Returns the inverse sin (arcsin) of A (result is in Degrees) | |
| double | DegAtan
(
double A |
Returns the inverse tan (atan) (result is in Degrees) | |
| double | DegAtan2
(
double Y, |
Returns the inverse tan (atan2) of A/B (result is in Degrees) | |
| double | DegCos
(
double A |
Returns the cos of A (expects Degrees) | |
| double | DegreesToRadians
(
double A |
Returns radians value based on the input degrees | |
| double | DegSin
(
double A |
Returns the sin of A (expects Degrees) | |
| double | DegTan
(
double A |
Returns the tan of A (expects Degrees) | |
| double | Distance2D
(
FVector2D V1, |
Distance between two 2D points. | |
| double | DistanceSquared2D
(
FVector2D V1, |
Squared distance between two 2D points. | |
| uint8 | Divide_ByteByte
(
uint8 A, |
Division (A / B) | |
| double | Divide_DoubleDouble
(
double A, |
Division (A / B) | |
| int64 | Divide_Int64Int64
(
int64 A, |
Division (A / B) | |
| int32 | Divide_IntInt
(
int32 A, |
Division (A / B) | |
| FIntPoint | Divide_IntPointInt
(
FIntPoint A, |
Division (A * B) | |
| FIntPoint | Divide_IntPointIntPoint
(
FIntPoint A, |
Returns IntPoint A divided by B | |
| FLinearColor | Element-wise multiplication of two linear colors (R/R, G/G, B/B, A/A) | ||
| FTimespan | Divide_TimespanFloat
(
FTimespan A, |
Scalar division (A / s) | |
| FVector2D | Divide_Vector2DFloat
(
FVector2D A, |
Returns Vector A divided by B | |
| FVector2D | Divide_Vector2DVector2D
(
FVector2D A, |
Element-wise Vector divide (Result = {A.x/B.x, A.y/B.y}) | |
| FVector4 | Divide_Vector4Vector4
(
const FVector4& A, |
Element-wise Vector divide (Result = {A.x/B.x, A.y/B.y, A.z/B.z, A.w/B.w}) | |
| FVector | Divide_VectorFloat
(
FVector A, |
Vector divide by a float | |
| FVector | Divide_VectorInt
(
FVector A, |
Vector divide by an integer | |
| FVector | Divide_VectorVector
(
FVector A, |
Element-wise Vector division (Result = {A.x/B.x, A.y/B.y, A.z/B.z}) | |
| double | Dot_VectorVector
(
FVector A, |
Returns the dot product of two 3d vectors - see http://mathworld.wolfram.com/DotProduct.html | |
| double | DotProduct2D
(
FVector2D A, |
Returns the dot product of two 2d vectors - see http://mathworld.wolfram.com/DotProduct.html | |
| float | DynamicWeightedMovingAverage_Float
(
float CurrentSample, |
Calculates the new value in a weighted moving average series using the previous value and a weight range. | |
| FRotator | DynamicWeightedMovingAverage_FRotator
(
FRotator CurrentSample, |
Calculates the new value in a weighted moving average series using the previous value and a weight range. | |
| FVector | DynamicWeightedMovingAverage_FVector
(
FVector CurrentSample, |
Calculates the new value in a weighted moving average series using the previous value and a weight range. | |
| double | Ease
(
double A, |
Easeing between A and B using a specified easing function | |
| bool | Equal_IntPointIntPoint
(
FIntPoint A, |
Returns true if IntPoint A is equal to IntPoint B (A == B) | |
| bool | EqualEqual_BoolBool
(
bool A, |
Returns true if the values are equal (A == B) | |
| bool | EqualEqual_ByteByte
(
uint8 A, |
Returns true if A is equal to B (A == B) | |
| bool | EqualEqual_ClassClass
(
UClass* A, |
Class operators and functions.Returns true if A and B are equal (A == B) | |
| bool | Returns true if the values are equal (A == B) | ||
| bool | EqualEqual_DoubleDouble
(
double A, |
Returns true if A is exactly equal to B (A == B) | |
| bool | EqualEqual_Int64Int64
(
int64 A, |
Returns true if A is equal to B (A == B) | |
| bool | EqualEqual_IntInt
(
int32 A, |
Returns true if A is equal to B (A == B) | |
| bool | Returns true if linear color A is equal to linear color B (A == B) within a specified error tolerance | ||
| bool | EqualEqual_MatrixMatrix
(
const FMatrix& A, |
Checks whether another Matrix is equal to this, within specified tolerance. | |
| bool | EqualEqual_NameName
(
FName A, |
Name operators.Returns true if A and B are equal (A == B) | |
| bool | EqualEqual_ObjectObject
(
UObject* A, |
Object operators and functions.Returns true if A and B are equal (A == B) | |
| bool | EqualEqual_QuatQuat
(
const FQuat& A, |
Quat functionsReturns true if Quaternion A is equal to Quaternion B (A == B) within a specified error tolerance | |
| bool | EqualEqual_RotatorRotator
(
FRotator A, |
Returns true if rotator A is equal to rotator B (A == B) within a specified error tolerance | |
| bool | Returns true if the values are equal (A == B) | ||
| bool | EqualEqual_TransformTransform
(
const FTransform& A, |
Returns true if transform A is equal to transform B | |
| bool | EqualEqual_Vector2DVector2D
(
FVector2D A, |
Returns true if vector2D A is equal to vector2D B (A == B) within a specified error tolerance | |
| bool | EqualEqual_Vector4Vector4
(
const FVector4& A, |
Returns true if vector A is equal to vector B (A == B) within a specified error tolerance | |
| bool | EqualEqual_VectorVector
(
FVector A, |
Returns true if vector A is equal to vector B (A == B) within a specified error tolerance | |
| bool | EqualExactly_Vector2DVector2D
(
FVector2D A, |
Returns true if vector A is equal to vector B (A == B) | |
| bool | EqualExactly_Vector4Vector4
(
const FVector4& A, |
Returns true if vector A is equal to vector B (A == B) | |
| bool | EqualExactly_VectorVector
(
FVector A, |
Returns true if vector A is equal to vector B (A == B) | |
| double | Exp
(
double A |
Returns exponential(e) to the power A (e^A) | |
| int32 | FCeil
(
double A |
Rounds A up towards positive infinity / up to the next integer (e.g., -1.6 becomes -1 and 1.6 becomes 2) | |
| int64 | FCeil64
(
double A |
Rounds A up towards positive infinity / up to the next integer (e.g., -1.6 becomes -1 and 1.6 becomes 2) | |
| double | FClamp
(
double Value, |
Returns Value clamped between A and B (inclusive) | |
| int32 | FFloor
(
double A |
Rounds A down towards negative infinity / down to the previous integer (e.g., -1.6 becomes -2 and 1.6 becomes 1) | |
| int64 | FFloor64
(
double A |
Rounds A down towards negative infinity / down to the previous integer (e.g., -1.6 becomes -2 and 1.6 becomes 1) | |
| FVector | FindClosestPointOnLine
(
FVector Point, |
Find the closest point on an infinite line to a given point. | |
| FVector | FindClosestPointOnSegment
(
FVector Point, |
Find the closest point on a segment to a given point. | |
| FRotator | FindLookAtRotation
(
const FVector& Start, |
Find a rotation for an object at Start location to point at Target location. | |
| void | FindNearestPointsOnLineSegments
(
FVector Segment1Start, |
Find closest points between 2 segments. | |
| FRotator | FindRelativeLookAtRotation
(
const FTransform& StartTransform, |
Find a local rotation (range of [-180, 180]) for an object with StartTransform to point at TargetLocation. | |
| double | FInterpEaseInOut
(
double A, |
Interpolate between A and B, applying an ease in/out function. | |
| double | FInterpTo
(
double Current, |
Interpolation functions Tries to reach Target based on distance from Current position, giving a nice smooth feeling when tracking a position. | |
| double | FInterpTo_Constant
(
double Current, |
Tries to reach Target at a constant rate. | |
| float | FixedTurn
(
float InCurrent, |
Returns a new rotation component value | |
| float | FloatSpringInterp
(
float Current, |
Uses a simple spring model to interpolate a float from Current to Target. | |
| double | FMax
(
double A, |
Returns the maximum value of A and B | |
| double | FMin
(
double A, |
Returns the minimum value of A and B | |
| int32 | FMod
(
double Dividend, |
Returns the number of times Divisor will go into Dividend (i.e., Dividend divided by Divisor), as well as the remainder | |
| int64 | FMod64
(
double Dividend, |
Returns the number of times Divisor will go into Dividend (i.e., Dividend divided by Divisor), as well as the remainder | |
| double | Fraction
(
double A |
Returns the fractional part of a float. | |
| FTimespan | FromDays
(
float Days |
Returns a time span that represents the specified number of days | |
| FTimespan | FromHours
(
float Hours |
Returns a time span that represents the specified number of hours | |
| FTimespan | FromMilliseconds
(
float Milliseconds |
Returns a time span that represents the specified number of milliseconds | |
| FTimespan | FromMinutes
(
float Minutes |
Returns a time span that represents the specified number of minutes | |
| FTimespan | FromSeconds
(
float Seconds |
Returns a time span that represents the specified number of seconds | |
| FDateTime | FromUnixTimestamp
(
const int64 UnixTime |
Returns the date from Unix time (seconds from midnight 1970-01-01) | |
| int32 | FTrunc
(
double A |
Rounds A towards zero, truncating the fractional part (e.g., -1.6 becomes -1 and 1.6 becomes 1) | |
| int64 | FTrunc64
(
double A |
Rounds A towards zero, truncating the fractional part (e.g., -1.6 becomes -1 and 1.6 becomes 1) | |
| FIntVector | FTruncVector
(
const FVector& InVector |
Rounds A to an integer with truncation towards zero for each element in a vector. | |
| double | FWrap
(
double Value, |
Returns Value wrapped from A and B (inclusive) | |
| double | GenericPercent_FloatFloat
(
double A, |
||
| FVector2D | GetAbs2D
(
FVector2D A |
Get a copy of this vector with absolute value of each component. | |
| double | GetAbsMax2D
(
FVector2D A |
Get the maximum absolute value of the vector's components. | |
| void | GetAxes
(
FRotator A, |
Get the reference frame direction vectors (axes) described by this rotation | |
| void | GetAzimuthAndElevation
(
FVector InDirection, |
Breaks a direction vector apart into Azimuth (Yaw) and Elevation (Pitch) rotation values given in degrees. | |
| FDateTime | Returns the date component of A | ||
| int32 | Returns the day component of A (1 to 31) | ||
| int32 | GetDayOfYear
(
FDateTime A |
Returns the day of year of A | |
| int32 | Returns the days component of A | ||
| FVector | GetDirectionUnitVector
(
FVector From, |
Find the unit direction vector from one position to another or (0,0,0) if positions are the same. | |
| FTimespan | GetDuration
(
FTimespan A |
Returns the absolute value of A | |
| FVector | GetForwardVector
(
FRotator InRot |
Rotate the world forward vector by the given rotation | |
| int32 | Returns the hour component of A (24h format) | ||
| int32 | Returns the hour component of A (12h format) | ||
| int32 | Returns the hours component of A | ||
| double | GetMax2D
(
FVector2D A |
Get the maximum value of the vector's components. | |
| double | GetMaxElement
(
FVector A |
Find the maximum element (X, Y or Z) of a vector | |
| int32 | GetMillisecond
(
FDateTime A |
Returns the millisecond component of A | |
| int32 | GetMilliseconds
(
FTimespan A |
Returns the milliseconds component of A | |
| double | GetMin2D
(
FVector2D A |
Get the minimum value of the vector's components. | |
| double | GetMinElement
(
FVector A |
Find the minimum element (X, Y or Z) of a vector | |
| int32 | Returns the minute component of A | ||
| int32 | GetMinutes
(
FTimespan A |
Returns the minutes component of A | |
| int32 | Returns the month component of A | ||
| double | GetPI () |
Returns the value of PI | |
| float | GetPointDistanceToLine
(
FVector Point, |
Find the distance from a point to the closest point on an infinite line. | |
| float | GetPointDistanceToSegment
(
FVector Point, |
Find the distance from a point to the closest point on a segment. | |
| FVector | GetReflectionVector
(
FVector Direction, |
Given a direction vector and a surface normal, returns the vector reflected across the surface normal. | |
| FVector | GetRightVector
(
FRotator InRot |
Rotate the world right vector by the given rotation | |
| FVector2D | GetRotated2D
(
FVector2D A, |
Rotates around axis (0,0,1) | |
| int32 | Returns the second component of A | ||
| int32 | GetSeconds
(
FTimespan A |
Returns the seconds component of A | |
| void | GetSlopeDegreeAngles
(
const FVector& MyRightYAxis, |
Returns Slope Pitch and Roll angles in degrees based on the following information: | |
| double | GetTAU () |
Returns the value of TAU (= 2 * PI) | |
| FTimespan | GetTimeOfDay
(
FDateTime A |
Returns the time elapsed since midnight of A | |
| float | GetTotalDays
(
FTimespan A |
Returns the total number of days in A | |
| float | GetTotalHours
(
FTimespan A |
Returns the total number of hours in A | |
| float | Returns the total number of milliseconds in A | ||
| float | GetTotalMinutes
(
FTimespan A |
Returns the total number of minutes in A | |
| float | GetTotalSeconds
(
FTimespan A |
Returns the total number of seconds in A | |
| FVector | GetUpVector
(
FRotator InRot |
Rotate the world up vector by the given rotation | |
| FVector | GetVectorArrayAverage
(
const TArray< FVector >& Vectors |
Find the average of an array of vectors | |
| void | GetYawPitchFromVector
(
FVector InVec, |
Breaks a vector apart into Yaw, Pitch rotation values given in degrees. (non-clamped) | |
| int32 | Returns the year component of A | ||
| bool | Greater_ByteByte
(
uint8 A, |
Returns true if A is greater than B (A > B) | |
| bool | Greater_DateTimeDateTime
(
FDateTime A, |
Returns true if A is greater than B (A > B) | |
| bool | Greater_DoubleDouble
(
double A, |
Returns true if A is greater than B (A > B) | |
| bool | Greater_Int64Int64
(
int64 A, |
Returns true if A is greater than B (A > B) | |
| bool | Greater_IntInt
(
int32 A, |
Returns true if A is greater than B (A > B) | |
| bool | Greater_TimespanTimespan
(
FTimespan A, |
Returns true if A is greater than B (A > B) | |
| bool | GreaterEqual_ByteByte
(
uint8 A, |
Returns true if A is greater than or equal to B (A >= B) | |
| bool | Returns true if A is greater than or equal to B (A >= B) | ||
| bool | GreaterEqual_DoubleDouble
(
double A, |
Returns true if A is greater than or equal to B (A >= B) | |
| bool | GreaterEqual_Int64Int64
(
int64 A, |
Returns true if A is greater than or equal to B (A >= B) | |
| bool | GreaterEqual_IntInt
(
int32 A, |
Returns true if A is greater than or equal to B (A >= B) | |
| bool | Returns true if A is greater than or equal to B (A >= B) | ||
| FVector | GreaterGreater_VectorRotator
(
FVector A, |
Returns result of vector A rotated by Rotator B | |
| double | GridSnap_Float
(
double Location, |
Snaps a value to the nearest grid multiple. | |
| FLinearColor | HSVToRGB
(
float H, |
Make a color from individual color components (HSV space; Hue is [0..360) while Saturation and Value are 0..1) | |
| void | HSVToRGB_Vector
(
FLinearColor HSV, |
Converts a HSV linear color (where H is in R (0..360), S is in G (0..1), and V is in B (0..1)) to RGB | |
| FLinearColor | HSVToRGBLinear
(
FLinearColor HSV |
Converts a HSV linear color (where H is in R, S is in G, and V is in B) to linear RGB | |
| double | Hypotenuse
(
double Width, |
Returns the hypotenuse of a right-angled triangle given the width and height. | |
| bool | InRange_FloatFloat
(
double Value, |
Returns true if value is between Min and Max (V >= Min && V <= Max) If InclusiveMin is true, value needs to be equal or larger than Min, else it needs to be larger If InclusiveMax is true, value needs to be smaller or equal than Max, else it needs to be smaller | |
| bool | InRange_Int64Int64
(
int64 Value, |
Returns true if value is between Min and Max (V >= Min && V <= Max) If InclusiveMin is true, value needs to be equal or larger than Min, else it needs to be larger If InclusiveMax is true, value needs to be smaller or equal than Max, else it needs to be smaller | |
| bool | InRange_IntInt
(
int32 Value, |
Returns true if value is between Min and Max (V >= Min && V <= Max) If InclusiveMin is true, value needs to be equal or larger than Min, else it needs to be larger If InclusiveMax is true, value needs to be smaller or equal than Max, else it needs to be smaller | |
| FIntPoint | Down Int Point (0, 1) | ||
| FIntPoint | Left Int Point (-1, 0) | ||
| FIntPoint | IntPoint_One () |
One Int Point (1, 1) | |
| FIntPoint | Right Int Point (1, 0) | ||
| FIntPoint | IntPoint_Up () |
Up Int Point (0, -1) | |
| FIntPoint | IntPoint constantsZero Int Point (0, 0)FIntPoint | ||
| FVector | InverseTransformDirection
(
const FTransform& T, |
Transform a direction vector by the inverse of the supplied transform - will not change its length. | |
| FVector | InverseTransformLocation
(
const FTransform& T, |
Transform a position by the inverse of the supplied transform. | |
| FRotator | InverseTransformRotation
(
const FTransform& T, |
Transform a rotator by the inverse of the supplied transform. | |
| FTransform | InvertTransform
(
const FTransform& T |
Returns the inverse of the given transform T. | |
| bool | IsAfternoon
(
FDateTime A |
Returns whether A's time is in the afternoon | |
| bool | IsLeapYear
(
int32 Year |
Returns whether given year is a leap year | |
| bool | Returns whether A's time is in the morning | ||
| bool | IsNearlyZero2D
(
const FVector2D& A, |
Checks whether vector is near to zero within a specified tolerance. | |
| bool | IsPointInBox
(
FVector Point, |
Determines whether the given point is in a box. Includes points on the box. | |
| bool | IsPointInBox_Box
(
FVector Point, |
Determines whether the given point is in a box. Includes points on the box. | |
| bool | IsPointInBoxWithTransform
(
FVector Point, |
Determines whether a given point is in a box with a given transform. Includes points on the box. | |
| bool | IsPointInBoxWithTransform_Box
(
FVector Point, |
Determines whether a given point is in a box with a given transform. Includes points on the box. | |
| bool | IsZero2D
(
const FVector2D& A |
Checks whether all components of the vector are exactly zero. | |
| double | Lerp
(
double A, |
Linearly interpolates between A and B based on Alpha (100% of A when Alpha=0 and 100% of B when Alpha=1) | |
| bool | Less_ByteByte
(
uint8 A, |
Returns true if A is less than B (A < B) | |
| bool | Less_DateTimeDateTime
(
FDateTime A, |
Returns true if A is less than B (A < B) | |
| bool | Less_DoubleDouble
(
double A, |
Returns true if A is Less than B (A < B) | |
| bool | Less_Int64Int64
(
int64 A, |
Returns true if A is less than B (A < B) | |
| bool | Less_IntInt
(
int32 A, |
Returns true if A is less than B (A < B) | |
| bool | Less_TimespanTimespan
(
FTimespan A, |
Returns true if A is less than B (A < B) | |
| bool | LessEqual_ByteByte
(
uint8 A, |
Returns true if A is less than or equal to B (A <= B) | |
| bool | LessEqual_DateTimeDateTime
(
FDateTime A, |
Returns true if A is less than or equal to B (A <= B) | |
| bool | LessEqual_DoubleDouble
(
double A, |
Returns true if A is Less than or equal to B (A <= B) | |
| bool | LessEqual_Int64Int64
(
int64 A, |
Returns true if A is less than or equal to B (A <= B) | |
| bool | LessEqual_IntInt
(
int32 A, |
Returns true if A is less than or equal to B (A <= B) | |
| bool | LessEqual_TimespanTimespan
(
FTimespan A, |
Returns true if A is less than or equal to B (A <= B) | |
| FVector | LessLess_VectorRotator
(
FVector A, |
Returns result of vector A rotated by the inverse of Rotator B | |
| FLinearColor | Black linear color | ||
| FLinearColor | Blue linear color | ||
| FLinearColor | LinearColor_Desaturated
(
FLinearColor InColor, |
Returns a desaturated color, with 0 meaning no desaturation and 1 == full desaturation | |
| float | LinearColor_Distance
(
FLinearColor C1, |
Euclidean distance between two color points. | |
| float | LinearColor_GetLuminance
(
FLinearColor InColor |
Returns the perceived brightness of a color on a display taking into account the impact on the human eye per color channel: green > red > blue. | |
| float | LinearColor_GetMax
(
FLinearColor InColor |
Returns the maximum color channel value in this color structure | |
| float | LinearColor_GetMin
(
FLinearColor InColor |
Returns the minimum color channel value in this color structure | |
| FLinearColor | Grey linear color | ||
| FLinearColor | Green linear color | ||
| bool | LinearColor_IsNearEqual
(
FLinearColor A, |
Returns true if linear color A is equal to linear color B (A == B) within a specified error tolerance | |
| FColor | LinearColor_Quantize
(
FLinearColor InColor |
Quantizes the linear color and returns the result as an 8-bit color. | |
| FColor | LinearColor_QuantizeRound
(
FLinearColor InColor |
Quantizes the linear color with rounding and returns the result as an 8-bit color. | |
| FLinearColor | Red linear color | ||
| void | LinearColor_Set
(
FLinearColor& InOutColor, |
Assign contents of InColor | |
| void | LinearColor_SetFromHSV
(
FLinearColor& InOutColor, |
Assigns an HSV color to a linear space RGB color | |
| void | LinearColor_SetFromPow22
(
FLinearColor& InOutColor, |
Assigns an FColor coming from an observed Pow(1/2.2) output, into a linear color. | |
| void | LinearColor_SetFromSRGB
(
FLinearColor& InOutColor, |
Assigns an FColor coming from an observed sRGB output, into a linear color. | |
| void | LinearColor_SetRandomHue
(
FLinearColor& InOutColor |
Sets to a random color. Choses a quite nice color based on a random hue. | |
| void | LinearColor_SetRGBA
(
FLinearColor& InOutColor, |
Assign individual linear RGBA components. | |
| void | LinearColor_SetTemperature
(
FLinearColor& InOutColor, |
Converts temperature in Kelvins of a black body radiator to RGB chromaticity. | |
| FLinearColor | LinearColor_ToNewOpacity
(
FLinearColor InColor, |
Returns a copy of this color using the specified opacity/alpha. | |
| FColor | LinearColor_ToRGBE
(
FLinearColor InLinearColor |
Converts from linear to 8-bit RGBE as outlined in Gregory Ward's Real Pixels article, Graphics Gems II, page 80. | |
| FLinearColor | Transparent linear color - black with 0 opacity/alpha | ||
| FLinearColor | LinearColor constants - exposed for scriptingWhite linear color | ||
| FLinearColor | Yellow linear color | ||
| FLinearColor | LinearColorLerp
(
FLinearColor A, |
Linearly interpolates between A and B based on Alpha (100% of A when Alpha=0 and 100% of B when Alpha=1) | |
| FLinearColor | LinearColorLerpUsingHSV
(
FLinearColor A, |
Linearly interpolates between two colors by the specified Alpha amount (100% of A when Alpha=0 and 100% of B when Alpha=1). | |
| bool | LinePlaneIntersection
(
const FVector& LineStart, |
Intersection Computes the intersection point between a line and a plane. | |
| bool | LinePlaneIntersection_OriginNormal
(
const FVector& LineStart, |
Computes the intersection point between a line and a plane. | |
| double | Log
(
double A, |
Returns log of A base B (if B^R == A, returns R) | |
| double | Loge
(
double A |
Returns natural log of A (if e^R == A, returns R) | |
| FBox | MakeBox
(
FVector Min, |
Box functionsMakes an FBox from Min and Max and sets IsValid to true | |
| FBox2D | MakeBox2D
(
FVector2D Min, |
Box2D functionsMakes an FBox2D from Min and Max and sets IsValid to true | |
| FBoxSphereBounds | MakeBoxSphereBounds
(
FVector Origin, |
BoxSphereBounds functionsMakes an FBoxSphereBounds given an origin, extent, and radius | |
| FLinearColor | MakeColor
(
float R, |
LinearColor functionsMake a color from individual color components (RGB space) | |
| FDateTime | MakeDateTime
(
int32 Year, |
DateTime functions.Makes a DateTime struct | |
| FFrameRate | MakeFrameRate
(
int32 Numerator, |
Creates a FFrameRate from a Numerator and a Denominator. | |
| FPlane | MakePlaneFromPointAndNormal
(
FVector Point, |
Plane functions. Creates a plane with a facing direction of Normal at the given Point | |
| float | MakePulsatingValue
(
float InCurrentTime, |
Simple function to create a pulsating scalar value | |
| FQualifiedFrameTime | MakeQualifiedFrameTime
(
FFrameNumber Frame, |
Frame Time and Frame Rate FunctionsCreates a FQualifiedFrameTime out of a frame number, frame rate, and optional 0-1 clamped subframe. | |
| FQuat | MakeQuat
(
float X, |
Makes a quat {X, Y, Z, W} | |
| FRandomStream | MakeRandomStream
(
int32 InitialSeed |
Misc functionsMakes a SRand-based random number generator | |
| FTransform | MakeRelativeTransform
(
const FTransform& A, |
Computes a relative transform of one transform compared to another. | |
| FRotator | MakeRotationFromAxes
(
FVector Forward, |
Build a reference frame from three axes. | |
| FRotator | MakeRotator
(
float Roll, |
Rotator functions.Makes a rotator {Roll, Pitch, Yaw} from rotation values supplied in degrees | |
| FRotator | MakeRotFromX
(
const FVector& X |
Builds a rotator given only a XAxis. | |
| FRotator | MakeRotFromXY
(
const FVector& X, |
Builds a matrix with given X and Y axes. | |
| FRotator | MakeRotFromXZ
(
const FVector& X, |
Builds a matrix with given X and Z axes. | |
| FRotator | MakeRotFromY
(
const FVector& Y |
Builds a rotation matrix given only a YAxis. | |
| FRotator | MakeRotFromYX
(
const FVector& Y, |
Builds a matrix with given Y and X axes. | |
| FRotator | MakeRotFromYZ
(
const FVector& Y, |
Builds a matrix with given Y and Z axes. | |
| FRotator | MakeRotFromZ
(
const FVector& Z |
Builds a rotation matrix given only a ZAxis. | |
| FRotator | MakeRotFromZX
(
const FVector& Z, |
Builds a matrix with given Z and X axes. | |
| FRotator | MakeRotFromZY
(
const FVector& Z, |
Builds a matrix with given Z and Y axes. | |
| FTimespan | MakeTimespan
(
int32 Days, |
Timespan functions.Makes a Timespan struct | |
| FTimespan | MakeTimespan2
(
int32 Days, |
Makes a Timespan struct | |
| FTransform | MakeTransform
(
FVector Location, |
Transform functionsMake a transform from location, rotation and scaleFTransform | |
| FVector | MakeVector
(
double X, |
Vector (3D) functions.Makes a vector {X, Y, Z} | |
| FVector_NetQuantize | MakeVector_NetQuantize
(
double X, |
NetQuantized vector make/breaks. | |
| FVector_NetQuantize10 | MakeVector_NetQuantize10
(
double X, |
||
| FVector_NetQuantize100 | MakeVector_NetQuantize100
(
double X, |
||
| FVector_NetQuantizeNormal | MakeVector_NetQuantizeNormal
(
double X, |
||
| FVector2D | MakeVector2D
(
double X, |
Vector2D functionsMakes a 2d vector {X, Y} | |
| FVector4 | MakeVector4
(
double X, |
Vector4 functionsMakes a 4D vector {X, Y, Z, W} | |
| double | MapRangeClamped
(
double Value, |
Returns Value mapped from one range into another where the Value is clamped to the Input Range. | |
| double | MapRangeUnclamped
(
double Value, |
Returns Value mapped from one range into another. | |
| FMatrix | Matrix_ApplyScale
(
const FMatrix& M, |
Apply Scale to this matrix (Assumes Matrix represents a transform) | |
| FMatrix | Matrix_ConcatenateTranslation
(
const FMatrix& M, |
Returns a matrix with an additional translation concatenated. | |
| bool | Matrix_ContainsNaN
(
const FMatrix& M |
Returns true if any element of this matrix is NaN | |
| FVector | Matrix_GetColumn
(
const FMatrix& M, |
Get a column of this matrix | |
| float | Matrix_GetDeterminant
(
const FMatrix& M |
||
| bool | Matrix_GetFrustumBottomPlane
(
const FMatrix& M, |
Get the bottom plane of the Frustum of this matrix (Assumes Matrix represents a View Projection Matrix) | |
| bool | Matrix_GetFrustumFarPlane
(
const FMatrix& M, |
Get the far plane of the Frustum of this matrix (Assumes Matrix represents a View Projection Matrix) | |
| bool | Matrix_GetFrustumLeftPlane
(
const FMatrix& M, |
Get the left plane of the Frustum of this matrix (Assumes Matrix represents a View Projection Matrix) | |
| bool | Matrix_GetFrustumNearPlane
(
const FMatrix& M, |
Get the near plane of the Frustum of this matrix (Assumes Matrix represents a View Projection Matrix) | |
| bool | Matrix_GetFrustumRightPlane
(
const FMatrix& M, |
Get the right plane of the Frustum of this matrix (Assumes Matrix represents a View Projection Matrix) | |
| bool | Matrix_GetFrustumTopPlane
(
const FMatrix& M, |
Get the top plane of the Frustum of this matrix (Assumes Matrix represents a View Projection Matrix) | |
| FMatrix | Matrix_GetInverse
(
const FMatrix& M |
Get the inverse of the Matrix. Handles nil matrices. | |
| FMatrix | Matrix_GetMatrixWithoutScale
(
const FMatrix& M, |
Returns matrix after RemoveScaling with error Tolerance (Assumes Matrix represents a transform) | |
| float | Matrix_GetMaximumAxisScale
(
const FMatrix& M |
||
| FVector | Matrix_GetOrigin
(
const FMatrix& InMatrix |
Get the origin of the co-ordinate system (Assumes Matrix represents a transform) | |
| FRotator | Matrix_GetRotator
(
const FMatrix& M |
Get the rotator representation of this matrix (Assumes Matrix represents a transform) | |
| float | Matrix_GetRotDeterminant
(
const FMatrix& M |
||
| void | Matrix_GetScaledAxes
(
const FMatrix& M, |
Get axes of this matrix scaled by the scale of the matrix (Assumes Matrix represents a transform) | |
| FVector | Matrix_GetScaledAxis
(
const FMatrix& M, |
Get axis of this matrix scaled by the scale of the matrix (Assumes Matrix represents a transform) | |
| FVector | Matrix_GetScaleVector
(
const FMatrix& M, |
Return a 3D scale vector calculated from this matrix (where each component is the magnitude of a row vector) with error Tolerance. | |
| FMatrix | Matrix_GetTransposeAdjoint
(
const FMatrix& M |
Get the Transose Adjoint of the Matrix. | |
| FMatrix | Matrix_GetTransposed
(
const FMatrix& M |
Transpose. | |
| void | Matrix_GetUnitAxes
(
const FMatrix& M, |
Get unit length axes of this matrix (Assumes Matrix represents a transform) | |
| FVector | Matrix_GetUnitAxis
(
const FMatrix& M, |
Get unit length axis of this matrix (Assumes Matrix represents a transform) | |
| FMatrix | Identity matrix. | ||
| FVector | Matrix_InverseTransformPosition
(
const FMatrix& M, |
Inverts the matrix and then transforms V - correctly handles scaling in this matrix. | |
| FVector | Matrix_InverseTransformVector
(
const FMatrix& M, |
Transform a direction vector by the inverse of this matrix - will not take into account translation part. | |
| FMatrix | Matrix_Mirror
(
const FMatrix& M, |
Utility for mirroring this transform across a certain plane, and flipping one of the axis as well. | |
| void | Matrix_RemoveScaling
(
FMatrix& M, |
Remove any scaling from this matrix (ie magnitude of each row is 1) with error Tolerance (Assumes Matrix represents a transform) | |
| FMatrix | Matrix_RemoveTranslation
(
const FMatrix& M |
Remove any translation from this matrix (Assumes Matrix represents a transform) | |
| FMatrix | Matrix_ScaleTranslation
(
const FMatrix& M, |
Scale the translation part of the matrix by the supplied vector. | |
| void | Matrix_SetAxis
(
FMatrix& M, |
Set an axis of this matrix (Assumes Matrix represents a transform) | |
| void | Matrix_SetColumn
(
FMatrix& M, |
||
| void | Matrix_SetOrigin
(
FMatrix& M, |
Set the origin of the coordinate system to the given vector (Assumes Matrix represents a transform) | |
| FQuat | Matrix_ToQuat
(
const FMatrix& M |
Transform a rotation matrix into a quaternion. | |
| FVector4 | Matrix_TransformPosition
(
const FMatrix& M, |
Transform a location - will take into account translation part of the FMatrix. | |
| FVector4 | Matrix_TransformVector
(
const FMatrix& M, |
Transform a direction vector - will not take into account translation part of the FMatrix. | |
| FVector4 | Matrix_TransformVector4
(
const FMatrix& M, |
Transform a vector by the matrix. (Assumes Matrix represents a transform) | |
| int32 | Max
(
int32 A, |
Returns the maximum value of A and B | |
| int64 | MaxInt64
(
int64 A, |
Returns the maximum value of A and B | |
| void | MaxOfByteArray
(
const TArray< uint8 >& ByteArray, |
Returns max of all array entries and the index at which it was found. | |
| void | MaxOfFloatArray
(
const TArray< float >& FloatArray, |
Returns max of all array entries and the index at which it was found. | |
| void | MaxOfIntArray
(
const TArray< int32 >& IntArray, |
Returns max of all array entries and the index at which it was found. | |
| void | MedianOfIntArray
(
TArray< int32 > IntArray, |
Returns median of all array entries. Returns value of 0 if the supplied array is empty. | |
| int32 | Min
(
int32 A, |
Returns the minimum value of A and B | |
| void | MinAreaRectangle
(
UObject* WorldContextObject, |
Finds the minimum area rectangle that encloses a set of coplanar points. | |
| int64 | MinInt64
(
int64 A, |
Returns the minimum value of A and B | |
| void | MinOfByteArray
(
const TArray< uint8 >& ByteArray, |
Returns min of all array entries and the index at which it was found. | |
| void | MinOfFloatArray
(
const TArray< float >& FloatArray, |
Returns min of all array entries and the index at which it was found. | |
| void | MinOfIntArray
(
const TArray< int32 >& IntArray, |
Returns min of all array entries and the index at which it was found. | |
| FVector | MirrorVectorByNormal
(
FVector InVect, |
Given a direction vector and a surface normal, returns the vector reflected across the surface normal. | |
| uint8 | Multiply_ByteByte
(
uint8 A, |
Byte functions.Multiplication (A * B) | |
| double | Multiply_DoubleDouble
(
double A, |
Multiplication (A * B) | |
| int64 | Multiply_Int64Int64
(
int64 A, |
Integer64 functions.Multiplication (A * B) | |
| double | Multiply_IntFloat
(
int32 A, |
Multiplication (A * B) | |
| int32 | Multiply_IntInt
(
int32 A, |
Integer functions.Multiplication (A * B) | |
| FIntPoint | Multiply_IntPointInt
(
FIntPoint A, |
Multiplication (A * B) | |
| FIntPoint | Multiply_IntPointIntPoint
(
FIntPoint A, |
Returns IntPoint A multiplied by B | |
| FLinearColor | Multiply_LinearColorFloat
(
FLinearColor A, |
Element-wise multiplication of a linear color by a float (F*R, F*G, F*B, F*A) | |
| FLinearColor | Element-wise multiplication of two linear colors (R*R, G*G, B*B, A*A) | ||
| FMatrix | Multiply_MatrixFloat
(
const FMatrix& A, |
Multiplies all values of the matrix by a float. | |
| FMatrix | Multiply_MatrixMatrix
(
const FMatrix& A, |
Gets the result of multiplying a Matrix to this. | |
| FQuat | Multiply_QuatQuat
(
const FQuat& A, |
Gets the result of multiplying two quaternions (A * B). | |
| FRotator | Multiply_RotatorFloat
(
FRotator A, |
Returns rotator representing rotator A scaled by B | |
| FRotator | Multiply_RotatorInt
(
FRotator A, |
Returns rotator representing rotator A scaled by B | |
| FTimespan | Multiply_TimespanFloat
(
FTimespan A, |
Scalar multiplication (A * s) | |
| FVector2D | Multiply_Vector2DFloat
(
FVector2D A, |
Returns Vector A scaled by B | |
| FVector2D | Multiply_Vector2DVector2D
(
FVector2D A, |
Element-wise Vector multiplication (Result = {A.x*B.x, A.y*B.y}) | |
| FVector4 | Multiply_Vector4Vector4
(
const FVector4& A, |
Element-wise Vector multiplication (Result = {A.x*B.x, A.y*B.y, A.z*B.z, A.w*B.w}) | |
| FVector | Multiply_VectorFloat
(
FVector A, |
Scales Vector A by B | |
| FVector | Multiply_VectorInt
(
FVector A, |
Scales Vector A by B | |
| FVector | Multiply_VectorVector
(
FVector A, |
Element-wise Vector multiplication (Result = {A.x*B.x, A.y*B.y, A.z*B.z}) | |
| double | MultiplyByPi
(
double Value |
Multiplies the input value by pi. | |
| double | MultiplyMultiply_FloatFloat
(
double Base, |
Float functions.Power (Base to the Exp-th power) | |
| bool | NearlyEqual_FloatFloat
(
double A, |
Returns true if A is nearly equal to B (|A - B| < ErrorTolerance) | |
| bool | NearlyEqual_TransformTransform
(
const FTransform& A, |
Returns true if transform A is nearly equal to B | |
| FVector2D | Negated2D
(
const FVector2D& A |
Gets a negated copy of the vector. | |
| FRotator | NegateRotator
(
FRotator A |
Negate a rotator | |
| FVector | NegateVector
(
FVector A |
Negate a vector. | |
| FVector | Normal
(
FVector A, |
Gets a normalized unit copy of the vector, ensuring it is safe to do so based on the length. | |
| FVector2D | Normal2D
(
FVector2D A |
Returns a unit normal version of the 2D vector | |
| void | Normalize2D
(
FVector2D& A, |
Normalize this vector in-place if it is large enough, set it to (0,0) otherwise. | |
| float | NormalizeAxis
(
float Angle |
Clamps an angle to the range of [-180, 180]. | |
| FRotator | NormalizedDeltaRotator
(
FRotator A, |
Normalized A-B | |
| double | NormalizeToRange
(
double Value, |
Returns Value normalized to the given range. | |
| FVector2D | NormalSafe2D
(
FVector2D A, |
Gets a normalized copy of the vector, checking it is safe to do so based on the length. | |
| int32 | Not_Int
(
int32 A |
Bitwise NOT (~A) | |
| int64 | Not_Int64
(
int64 A |
Bitwise NOT (~A) | |
| bool | Not_PreBool
(
bool A |
Returns the logical complement of the Boolean value (NOT A) | |
| bool | NotEqual_BoolBool
(
bool A, |
Returns true if the values are not equal (A != B) | |
| bool | NotEqual_ByteByte
(
uint8 A, |
Returns true if A is not equal to B (A != B) | |
| bool | NotEqual_ClassClass
(
UClass* A, |
Returns true if A and B are not equal (A != B) | |
| bool | NotEqual_DateTimeDateTime
(
FDateTime A, |
Returns true if the values are not equal (A != B) | |
| bool | NotEqual_DoubleDouble
(
double A, |
Returns true if A does not equal B (A != B) | |
| bool | NotEqual_Int64Int64
(
int64 A, |
Returns true if A is not equal to B (A != B) | |
| bool | NotEqual_IntInt
(
int32 A, |
Returns true if A is not equal to B (A != B) | |
| bool | NotEqual_IntPointIntPoint
(
FIntPoint A, |
Returns true if IntPoint A is NOT equal to IntPoint B (A != B) | |
| bool | Returns true if linear color A is not equal to linear color B (A != B) within a specified error tolerance | ||
| bool | NotEqual_MatrixMatrix
(
const FMatrix& A, |
Checks whether another Matrix is not equal to this, within specified tolerance. | |
| bool | NotEqual_NameName
(
FName A, |
Returns true if A and B are not equal (A != B) | |
| bool | NotEqual_ObjectObject
(
UObject* A, |
Returns true if A and B are not equal (A != B) | |
| bool | NotEqual_QuatQuat
(
const FQuat& A, |
Returns true if Quat A is not equal to Quat B (A != B) within a specified error tolerance | |
| bool | NotEqual_RotatorRotator
(
FRotator A, |
Returns true if rotator A is not equal to rotator B (A != B) within a specified error tolerance | |
| bool | NotEqual_TimespanTimespan
(
FTimespan A, |
Returns true if the values are not equal (A != B) | |
| bool | NotEqual_Vector2DVector2D
(
FVector2D A, |
Returns true if vector2D A is not equal to vector2D B (A != B) within a specified error tolerance | |
| bool | NotEqual_Vector4Vector4
(
const FVector4& A, |
Returns true if vector A is not equal to vector B (A != B) within a specified error tolerance | |
| bool | NotEqual_VectorVector
(
FVector A, |
Returns true if vector A is not equal to vector B (A != B) within a specified error tolerance | |
| bool | NotEqualExactly_Vector2DVector2D
(
FVector2D A, |
Returns true if vector2D A is not equal to vector2D B (A != B) within a specified error tolerance | |
| bool | NotEqualExactly_Vector4Vector4
(
const FVector4& A, |
Returns true if vector A is not equal to vector B (A != B) within a specified error tolerance | |
| bool | NotEqualExactly_VectorVector
(
FVector A, |
Returns true if vector A is not equal to vector B (A != B) | |
| FDateTime | Now () |
Returns the local date and time on this computer | |
| int64 | Or_Int64Int64
(
int64 A, |
Bitwise OR (A | B) | |
| int32 | Or_IntInt
(
int32 A, |
Bitwise OR (A | B) | |
| uint8 | Percent_ByteByte
(
uint8 A, |
Modulo (A % B) | |
| double | Percent_FloatFloat
(
double A, |
||
| int64 | Percent_Int64Int64
(
int64 A, |
Modulo (A % B) | |
| int32 | Percent_IntInt
(
int32 A, |
Modulo (A % B) | |
| float | PerlinNoise1D
(
const float Value |
Generates a 1D Perlin noise from the given value. | |
| bool | PointsAreCoplanar
(
const TArray< FVector >& Points, |
Determines whether a given set of points are coplanar, with a tolerance. | |
| FVector | ProjectPointOnToPlane
(
FVector Point, |
Projects/snaps a point onto a plane defined by a point on the plane and a plane normal. | |
| FVector | ProjectVectorOnToPlane
(
FVector V, |
Projects a vector onto a plane defined by a normalized vector (PlaneNormal). | |
| FVector | ProjectVectorOnToVector
(
FVector V, |
Projects one vector (V) onto another (Target) and returns the projected vector. | |
| float | Quat_AngularDistance
(
const FQuat& A, |
Find the angular distance/difference between two rotation quaternions. | |
| void | Quat_EnforceShortestArcWith
(
FQuat& A, |
Modify the quaternion to ensure that the delta between it and B represents the shortest possible rotation angle. | |
| FVector | Quat_Euler
(
const FQuat& Q |
Convert a Quaternion into floating-point Euler angles (in degrees). | |
| FQuat | Quat_Exp
(
const FQuat& Q |
Used in combination with Log(). | |
| FQuat | Quat_FindBetweenNormals
(
FVector StartNormal, |
Generates the 'smallest' (geodesic) rotation around a sphere between two normals (assumed to be unit length). | |
| FQuat | Quat_FindBetweenVectors
(
FVector Start, |
Generates the 'smallest' (geodesic) rotation around a sphere between two vectors of arbitrary length. | |
| float | Quat_GetAngle
(
const FQuat& Q |
Get the angle of this quaternion | |
| FVector | Quat_GetAxisX
(
const FQuat& Q |
Get the forward direction (X axis) after it has been rotated by this Quaternion. | |
| FVector | Quat_GetAxisY
(
const FQuat& Q |
Get the right direction (Y axis) after it has been rotated by this Quaternion. | |
| FVector | Quat_GetAxisZ
(
const FQuat& Q |
Get the up direction (Z axis) after it has been rotated by this Quaternion. | |
| FVector | Quat_GetRotationAxis
(
const FQuat& Q |
Get the axis of rotation of the Quaternion. | |
| FQuat | Quat constants - exposed for scriptingIdentity quaternion constantFQuat | ||
| FQuat | Quat_Inversed
(
const FQuat& Q |
Return an inversed copy of this quaternion. | |
| bool | Quat_IsFinite
(
const FQuat& Q |
Determine if all the values are finite (not NaN nor Inf) in this Quat. | |
| bool | Quat_IsIdentity
(
const FQuat& Q, |
Checks whether this Quaternion is an Identity Quaternion. Assumes Quaternion tested is normalized. | |
| bool | Quat_IsNonFinite
(
const FQuat& Q |
Determine if there are any non-finite values (NaN or Inf) in this Quat. | |
| bool | Quat_IsNormalized
(
const FQuat& Q |
Return true if this quaternion is normalized | |
| FQuat | Quat_Log
(
const FQuat& Q |
Quaternion with W=0 and V=theta*v. | |
| FQuat | Quat_MakeFromEuler
(
const FVector& Euler |
Convert a vector of floating-point Euler angles (in degrees) into a Quaternion. | |
| void | Quat_Normalize
(
FQuat& Q, |
Normalize this quaternion if it is large enough as compared to the supplied tolerance. | |
| FQuat | Quat_Normalized
(
const FQuat& Q, |
Get a normalized copy of this quaternion. If it is too small, returns an identity quaternion. | |
| FVector | Quat_RotateVector
(
const FQuat& Q, |
Rotate a vector by this quaternion. | |
| FRotator | Quat_Rotator
(
const FQuat& Q |
Converts to Rotator representation of this Quaternion. | |
| void | Quat_SetComponents
(
FQuat& Q, |
Set X, Y, Z, W components of Quaternion. | |
| void | Quat_SetFromEuler
(
FQuat& Q, |
Convert a vector of floating-point Euler angles (in degrees) into a Quaternion. | |
| float | Quat_Size
(
const FQuat& Q |
Get the length of the quaternion. | |
| float | Quat_SizeSquared
(
const FQuat& Q |
Get the squared length of the quaternion. | |
| FQuat | Quat_Slerp
(
const FQuat& A, |
Spherical interpolation between Quaternions. Result is normalized. | |
| FVector | Quat_UnrotateVector
(
const FQuat& Q, |
Rotate a vector by the inverse of this quaternion. | |
| FVector | Quat_VectorForward
(
const FQuat& Q |
Get the forward direction (X axis) after it has been rotated by this Quaternion. | |
| FVector | Quat_VectorRight
(
const FQuat& Q |
Get the right direction (Y axis) after it has been rotated by this Quaternion. | |
| FVector | Quat_VectorUp
(
const FQuat& Q |
Get the up direction (Z axis) after it has been rotated by this Quaternion. | |
| FQuat | QuaternionSpringInterp
(
FQuat Current, |
Uses a simple spring model to interpolate a quaternion from Current to Target. | |
| double | RadiansToDegrees
(
double A |
Returns degrees value based on the input radians | |
| bool | RandomBool () |
Boolean functions.Returns a uniformly distributed random bool | |
| bool | RandomBoolFromStream
(
const FRandomStream& Stream |
Returns a random bool | |
| bool | RandomBoolWithWeight
(
float Weight |
Get a random chance with the specified weight. | |
| bool | RandomBoolWithWeightFromStream
(
const FRandomStream& RandomStream, |
Get a random chance with the specified weight. | |
| double | RandomFloat () |
Returns a random float between 0 and 1 | |
| float | RandomFloatFromStream
(
const FRandomStream& Stream |
Returns a random float between 0 and 1 | |
| double | RandomFloatInRange
(
double Min, |
Generate a random number between Min and Max | |
| float | RandomFloatInRangeFromStream
(
const FRandomStream& Stream, |
Generate a random number between Min and Max | |
| int32 | RandomInteger
(
int32 Max |
Returns a uniformly distributed random number between 0 and Max - 1 | |
| int64 | RandomInteger64
(
int64 Max |
Returns a uniformly distributed random number between 0 and Max - 1 | |
| int64 | RandomInteger64InRange
(
int64 Min, |
Return a random integer64 between Min and Max (>= Min and <= Max) | |
| int32 | RandomIntegerFromStream
(
const FRandomStream& Stream, |
Random stream functionsReturns a uniformly distributed random number between 0 and Max - 1 | |
| int32 | RandomIntegerInRange
(
int32 Min, |
Return a random integer between Min and Max (>= Min and <= Max) | |
| int32 | RandomIntegerInRangeFromStream
(
const FRandomStream& Stream, |
Return a random integer between Min and Max (>= Min and <= Max) | |
| FVector | RandomPointInBoundingBox
(
const FVector Center, |
Returns a random point within the specified bounding box using the first vector as an origin and the second as the box extents. | |
| FVector | RandomPointInBoundingBox_Box
(
const FBox Box |
Returns a random point within the specified bounding box. | |
| FVector | RandomPointInBoundingBoxFromStream
(
const FRandomStream& Stream, |
Returns a random point within the specified bounding box using the first vector as an origin and the second as the half size of the AABB. | |
| FVector | RandomPointInBoundingBoxFromStream_Box
(
const FRandomStream& Stream, |
Returns a random point within the specified bounding box. | |
| FRotator | RandomRotator
(
bool bRoll |
Generates a random rotation, with optional random roll. | |
| FRotator | RandomRotatorFromStream
(
const FRandomStream& Stream, |
Create a random rotation | |
| FVector | Returns a random vector with length of 1 | ||
| FVector | RandomUnitVectorFromStream
(
const FRandomStream& Stream |
Returns a random vector with length of 1.0 | |
| FVector | RandomUnitVectorInConeInDegrees
(
FVector ConeDir, |
Returns a random vector with length of 1, within the specified cone, with uniform random distribution. | |
| FVector | RandomUnitVectorInConeInDegreesFromStream
(
const FRandomStream& Stream, |
Returns a random vector with length of 1, within the specified cone, with uniform random distribution. | |
| FVector | RandomUnitVectorInConeInRadians
(
FVector ConeDir, |
Returns a random vector with length of 1, within the specified cone, with uniform random distribution. | |
| FVector | RandomUnitVectorInConeInRadiansFromStream
(
const FRandomStream& Stream, |
Returns a random vector with length of 1, within the specified cone, with uniform random distribution. | |
| FVector | RandomUnitVectorInEllipticalConeInDegrees
(
FVector ConeDir, |
Returns a random vector with length of 1, within the specified cone, with uniform random distribution. | |
| FVector | RandomUnitVectorInEllipticalConeInDegreesFromStream
(
const FRandomStream& Stream, |
Returns a random vector with length of 1, within the specified cone, with uniform random distribution. | |
| FVector | RandomUnitVectorInEllipticalConeInRadians
(
FVector ConeDir, |
Returns a random vector with length of 1, within the specified cone, with uniform random distribution. | |
| FVector | RandomUnitVectorInEllipticalConeInRadiansFromStream
(
const FRandomStream& Stream, |
Returns a random vector with length of 1, within the specified cone, with uniform random distribution. | |
| FRotator | REase
(
FRotator A, |
Easing between A and B using a specified easing function | |
| void | ResetFloatSpringState
(
FFloatSpringState& SpringState |
Resets the state of a float spring | |
| void | ResetQuaternionSpringState
(
FQuaternionSpringState& SpringState |
Resets the state of a quaternion spring | |
| void | ResetRandomStream
(
const FRandomStream& Stream |
Reset a random stream | |
| void | ResetVectorSpringState
(
FVectorSpringState& SpringState |
Resets the state of a vector spring | |
| FLinearColor | RGBLinearToHSV
(
FLinearColor RGB |
Converts a RGB linear color to HSV (where H is in R, S is in G, and V is in B) | |
| void | RGBToHSV
(
FLinearColor InColor, |
Breaks apart a color into individual HSV components (as well as alpha) (Hue is [0..360) while Saturation and Value are 0..1) | |
| void | RGBToHSV_Vector
(
FLinearColor RGB, |
Converts a RGB linear color to HSV (where H is in R (0..360), S is in G (0..1), and V is in B (0..1)) | |
| FRotator | RInterpTo
(
FRotator Current, |
Tries to reach Target rotation based on Current rotation, giving a nice smooth feeling when rotating to Target rotation. | |
| FRotator | RInterpTo_Constant
(
FRotator Current, |
Tries to reach Target rotation at a constant rate.FRotator | |
| FRotator | RLerp
(
FRotator A, |
Linearly interpolates between A and B based on Alpha (100% of A when Alpha=0 and 100% of B when Alpha=1) | |
| FVector | RotateAngleAxis
(
FVector InVect, |
Returns result of vector A rotated by AngleDeg around Axis | |
| FRotator | RotatorFromAxisAndAngle
(
FVector Axis, |
Create a rotation from an axis and supplied angle (in degrees) | |
| int32 | Round
(
double A |
Rounds A to the nearest integer (e.g., -1.6 becomes -2 and 1.6 becomes 2) | |
| int64 | Round64
(
double A |
Rounds A to the nearest integer (e.g., -1.6 becomes -2 and 1.6 becomes 2) | |
| double | SafeDivide
(
double A, |
This functions returns 0 if B (the denominator) is zero | |
| void | SeedRandomStream
(
FRandomStream& Stream |
Create a new random seed for a random stream | |
| UClass * | SelectClass
(
UClass* A, |
If bPickA is true, A is returned, otherwise B is | |
| FLinearColor | SelectColor
(
FLinearColor A, |
If bPickA is true, A is returned, otherwise B is | |
| double | SelectFloat
(
double A, |
If bPickA is true, A is returned, otherwise B is | |
| int32 | SelectInt
(
int32 A, |
If bPickA is true, A is returned, otherwise B is | |
| UObject * | SelectObject
(
UObject* A, |
If bPickA is true, A is returned, otherwise B is | |
| FRotator | SelectRotator
(
FRotator A, |
If bPickA is true, A is returned, otherwise B is | |
| FString | SelectString
(
const FString& A, |
If bPickA is true, A is returned, otherwise B is | |
| FTransform | SelectTransform
(
const FTransform& A, |
If bPickA is true, A is returned, otherwise B is | |
| FVector | SelectVector
(
FVector A, |
If bPickA is true, A is returned, otherwise B is | |
| void | Set2D
(
FVector2D& A, |
Set the values of the vector directly. | |
| void | SetFloatSpringStateVelocity
(
FFloatSpringState& SpringState, |
Sets the state velocity of a float spring | |
| void | SetQuaternionSpringStateAngularVelocity
(
FQuaternionSpringState& SpringState, |
Sets the state angular velocity of a quaternion spring | |
| void | SetRandomStreamSeed
(
FRandomStream& Stream, |
Set the seed of a random stream to a specific number | |
| void | SetVectorSpringStateVelocity
(
FVectorSpringState& SpringState, |
Sets the state velocity of a vector spring | |
| double | SignOfFloat
(
double A |
Sign (float, returns -1 if A < 0, 0 if A is zero, and +1 if A > 0) | |
| int32 | SignOfInteger
(
int32 A |
Sign (integer, returns -1 if A < 0, 0 if A is zero, and +1 if A > 0) | |
| int64 | SignOfInteger64
(
int64 A |
Sign (integer64, returns -1 if A < 0, 0 if A is zero, and +1 if A > 0) | |
| double | Sin
(
double A |
Returns the sine of A (expects Radians) | |
| FVector | Spherical2DToUnitCartesian
(
FVector2D A |
Converts spherical coordinates on the unit sphere into a Cartesian unit length vector. | |
| double | Sqrt
(
double A |
Returns square root of A | |
| double | Square
(
double A |
Returns square of A (A*A) | |
| uint8 | Subtract_ByteByte
(
uint8 A, |
Subtraction (A - B) | |
| FTimespan | Subtract_DateTimeDateTime
(
FDateTime A, |
Subtraction (A - B) | |
| FDateTime | Subtract_DateTimeTimespan
(
FDateTime A, |
Subtraction (A - B) | |
| double | Subtract_DoubleDouble
(
double A, |
Subtraction (A - B) | |
| int64 | Subtract_Int64Int64
(
int64 A, |
Subtraction (A - B) | |
| int32 | Subtract_IntInt
(
int32 A, |
Subtraction (A - B) | |
| FIntPoint | Subtract_IntPointInt
(
FIntPoint A, |
Subtraction (A - B) | |
| FIntPoint | Subtract_IntPointIntPoint
(
FIntPoint A, |
Returns IntPoint A subtracted by B | |
| FLinearColor | Element-wise subtraction of two linear colors (R-R, G-G, B-B, A-A) | ||
| FQuat | Subtract_QuatQuat
(
const FQuat& A, |
Returns subtraction of Vector B from Vector A (A - B) | |
| FTimespan | Subtract_TimespanTimespan
(
FTimespan A, |
Subtraction (A - B) | |
| FVector2D | Subtract_Vector2DFloat
(
FVector2D A, |
Returns Vector A subtracted by B | |
| FVector2D | Subtract_Vector2DVector2D
(
FVector2D A, |
Returns subtraction of Vector B from Vector A (A - B) | |
| FVector4 | Subtract_Vector4Vector4
(
const FVector4& A, |
Returns subtraction of Vector B from Vector A (A - B) | |
| FVector | Subtract_VectorFloat
(
FVector A, |
Subtracts a float from each component of a vector | |
| FVector | Subtract_VectorInt
(
FVector A, |
Subtracts an integer from each component of a vector | |
| FVector | Subtract_VectorVector
(
FVector A, |
Vector subtraction | |
| double | Tan
(
double A |
Returns the tan of A (expects Radians) | |
| FTransform | TEase
(
const FTransform& A, |
Ease between A and B using a specified easing function. | |
| bool | TimespanFromString
(
FString TimespanString, |
Converts a time span string to a Timespan object | |
| FTimespan | Timespan constantsReturns the maximum time span value | ||
| FTimespan | Returns the minimum time span value | ||
| float | TimespanRatio
(
FTimespan A, |
Returns the ratio between two time spans (A / B), handles zero values | |
| FTimespan | Returns a zero time span value | ||
| FTransform | TInterpTo
(
const FTransform& Current, |
Tries to reach Target transform based on distance from Current position, giving a nice smooth feeling when tracking a position. | |
| FTransform | TLerp
(
const FTransform& A, |
Linearly interpolates between A and B based on Alpha (100% of A when Alpha=0 and 100% of B when Alpha=1). | |
| FDateTime | Today () |
Returns the local date on this computer | |
| void | ToDirectionAndLength2D
(
FVector2D A, |
Util to convert this vector into a unit direction vector and its original length. | |
| FString | ToHex_LinearColor
(
FLinearColor InColor |
Converts this color value to a hexadecimal string. The format of the string is RRGGBBAA. | |
| FVector2D | ToRounded2D
(
FVector2D A |
Get this vector as a vector where each component has been rounded to the nearest int. | |
| FVector2D | ToSign2D
(
FVector2D A |
Get a copy of the vector as sign only. | |
| int64 | ToUnixTimestamp
(
const FDateTime& Time |
Returns this date as the number of seconds since the Unix Epoch (January 1st of 1970). | |
| double | ToUnixTimestampDouble
(
const FDateTime& Time |
Returns this date as the number of seconds since the Unix Epoch (January 1st of 1970). | |
| float | Transform_Determinant
(
const FTransform& Transform |
Calculates the determinant of the transform (converts to FMatrix internally) | |
| FVector | TransformDirection
(
const FTransform& T, |
Transform a direction vector by the supplied transform - will not change its length. | |
| FVector | TransformLocation
(
const FTransform& T, |
Transform a position by the supplied transform. | |
| FRotator | TransformRotation
(
const FTransform& T, |
Transform a rotator by the supplied transform. | |
| FVector4 | TransformVector4
(
const FMatrix& Matrix, |
Transform the input vector4 by a provided matrix4x4 and returns the resulting vector4. | |
| FDateTime | UtcNow () |
Returns the UTC date and time on this computer | |
| FVector | VEase
(
FVector A, |
Easing between A and B using a specified easing function | |
| void | Vector_AddBounded
(
FVector& A, |
Add a vector to this and clamp the result to an axis aligned cube centered at the origin. | |
| void | Vector_Assign
(
FVector& A, |
Assign the values of the supplied vector. | |
| FVector | 3D vector Unreal backward direction constant (-1,0,0) | ||
| FVector | Vector_BoundedToBox
(
FVector InVect, |
Get a copy of this vector, clamped inside of the specified axis aligned cube. | |
| FVector | Vector_BoundedToCube
(
FVector InVect, |
Get a copy of this vector, clamped inside of an axis aligned cube centered at the origin. | |
| FVector | Vector_ClampSize2D
(
FVector A, |
Create a copy of this vector, with the 2D magnitude/size/length clamped between Min and Max. | |
| FVector | Vector_ClampSizeMax
(
FVector A, |
Create a copy of this vector, with its maximum magnitude/size/length clamped to MaxSize. | |
| FVector | Vector_ClampSizeMax2D
(
FVector A, |
Create a copy of this vector, with the maximum 2D magnitude/size/length clamped to MaxSize. | |
| FVector | Vector_ComponentMax
(
FVector A, |
Find the maximum elements (X, Y and Z) between the two vector's components | |
| FVector | Vector_ComponentMin
(
FVector A, |
Find the minimum elements (X, Y and Z) between the two vector's components | |
| double | Vector_CosineAngle2D
(
FVector A, |
Returns the cosine of the angle between this vector and another projected onto the XY plane (no Z). | |
| double | Vector_Distance
(
FVector V1, |
Distance between two points. | |
| double | Vector_Distance2D
(
FVector V1, |
Euclidean distance between two points in the XY plane (ignoring Z). | |
| double | Vector_Distance2DSquared
(
FVector V1, |
Squared euclidean distance between two points in the XY plane (ignoring Z). | |
| double | Vector_DistanceSquared
(
FVector V1, |
Squared distance between two points. | |
| FVector | Vector_Down () |
3D vector Unreal down direction constant (0,0,-1) | |
| FVector | 3D vector Unreal forward direction constant (1,0,0) | ||
| FVector | Vector_GetAbs
(
FVector A |
Get a copy of this vector with absolute value of each component. | |
| double | Vector_GetAbsMax
(
FVector A |
Find the maximum absolute element (abs(X), abs(Y) or abs(Z)) of a vector | |
| double | Vector_GetAbsMin
(
FVector A |
Find the minimum absolute element (abs(X), abs(Y) or abs(Z)) of a vector | |
| FVector | Vector_GetProjection
(
FVector A |
Projects 2D components of vector based on Z. | |
| FVector | Vector_GetSignVector
(
FVector A |
Get a copy of the vector as sign only. | |
| double | Vector_HeadingAngle
(
FVector A |
Convert a direction vector into a 'heading' angle. | |
| bool | Vector_IsNAN
(
const FVector& A |
Determines if any component is not a number (NAN) | |
| bool | Vector_IsNearlyZero
(
const FVector& A, |
Checks whether vector is near to zero within a specified tolerance. | |
| bool | Vector_IsNormal
(
const FVector& A |
Determines if vector is normalized / unit (length 1). | |
| bool | Vector_IsUniform
(
const FVector& A, |
Checks whether all components of this vector are the same, within a tolerance. | |
| bool | Vector_IsUnit
(
const FVector& A, |
Determines if vector is normalized / unit (length 1) within specified squared tolerance. | |
| bool | Vector_IsZero
(
const FVector& A |
Checks whether all components of the vector are exactly zero. | |
| FVector | Vector_Left () |
3D vector Unreal left direction constant (0,-1,0) | |
| FVector | Vector_MirrorByPlane
(
FVector A, |
Mirrors a vector about a plane. | |
| FVector | Vector_Normal2D
(
FVector A, |
Gets a normalized unit copy of the 2D components of the vector, ensuring it is safe to do so. | |
| void | Vector_Normalize
(
FVector& A, |
Normalize this vector in-place if it is large enough or set it to (0,0,0) otherwise. | |
| FVector | Vector_NormalUnsafe
(
const FVector& A |
Calculates normalized unit version of vector without checking for zero length. | |
| FVector | Vector_One () |
3D vector one constant (1,1,1) | |
| FVector | Vector_ProjectOnToNormal
(
FVector V, |
Gets a copy of this vector projected onto the input vector, which is assumed to be unit length. | |
| FVector | Vector_Reciprocal
(
const FVector& A |
Gets the reciprocal of this vector, avoiding division by zero. | |
| FVector | Vector_Right () |
3D vector Unreal right direction constant (0,1,0) | |
| void | Vector_Set
(
FVector& A, |
Set the values of the vector directly. | |
| FVector | Vector_SlerpNormals
(
FVector NormalA, |
Interpolate from normalized vector A to normalized vector B along a spherical path. | |
| FVector | Vector_SlerpVectorToDirection
(
FVector Vector, |
Interpolate from a vector to the direction of another vector along a spherical path. | |
| FVector | Vector_SnappedToGrid
(
FVector InVect, |
Gets a copy of this vector snapped to a grid. | |
| FVector | Vector_ToDegrees
(
FVector A |
Converts a vector containing radian values to a vector containing degree values. | |
| FVector | Vector_ToRadians
(
FVector A |
Converts a vector containing degree values to a vector containing radian values. | |
| FVector2D | Vector_UnitCartesianToSpherical
(
FVector A |
Converts a Cartesian unit vector into spherical coordinates on the unit sphere. | |
| void | Vector_UnwindEuler
(
FVector& A |
When this vector contains Euler angles (degrees), ensure that angles are between +/-180 | |
| FVector | Vector_Up () |
3D vector Unreal up direction constant (0,0,1) | |
| FVector | Vector_Zero () |
Vector (3D) constants - exposed for scripting3D vector zero constant (0,0,0)FVector | |
| FVector2D | Vector2D_One () |
Vector2D constants - exposed for scripting2D one vector constant (1,1)FVector2D | |
| FVector2D | 2D unit vector constant along the 45 degree angle or symmetrical positive axes (sqrt(.5),sqrt(.5)) or (.707,.707). | ||
| FVector2D | 2D zero vector constant (0,0) | ||
| FVector2D | Vector2DInterpTo
(
FVector2D Current, |
Tries to reach Target based on distance from Current position, giving a nice smooth feeling when tracking a position. | |
| FVector2D | Vector2DInterpTo_Constant
(
FVector2D Current, |
Tries to reach Target at a constant rate. | |
| void | Vector4_Assign
(
FVector4& A, |
Assign the values of the supplied vector. | |
| FVector4 | Vector4_CrossProduct3
(
const FVector4& A, |
Returns the cross product of two vectors - see http://mathworld.wolfram.com/CrossProduct.html | |
| double | Vector4_DotProduct
(
const FVector4& A, |
Returns the dot product of two vectors - see http://mathworld.wolfram.com/DotProduct.html | |
| double | Vector4_DotProduct3
(
const FVector4& A, |
Returns the dot product of two vectors - see http://mathworld.wolfram.com/DotProduct.html The W element is ignored. | |
| bool | Vector4_IsNAN
(
const FVector4& A |
Determines if any component is not a number (NAN) | |
| bool | Vector4_IsNearlyZero3
(
const FVector4& A, |
Checks whether vector is near to zero within a specified tolerance. The W element is ignored. | |
| bool | Vector4_IsNormal3
(
const FVector4& A |
Determines if vector is normalized / unit (length 1). The W element is ignored. | |
| bool | Vector4_IsUnit3
(
const FVector4& A, |
Determines if vector is normalized / unit (length 1) within specified squared tolerance. | |
| bool | Vector4_IsZero
(
const FVector4& A |
Checks whether all components of the vector are exactly zero. | |
| FVector4 | Vector4_MirrorByVector3
(
const FVector4& Direction, |
Given a direction vector and a surface normal, returns the vector reflected across the surface normal. | |
| FVector4 | Vector4_Negated
(
const FVector4& A |
Gets a negated copy of the vector. Equivalent to -Vector for scripts. | |
| FVector4 | Vector4_Normal3
(
const FVector4& A, |
Gets a normalized unit copy of the vector, ensuring it is safe to do so based on the length. | |
| void | Vector4_Normalize3
(
FVector4& A, |
Normalize this vector in-place if it is large enough or set it to (0,0,0,0) otherwise. | |
| FVector4 | Vector4_NormalUnsafe3
(
const FVector4& A |
Calculates normalized unit version of vector without checking for zero length. | |
| void | Vector4_Set
(
FVector4& A, |
Set the values of the vector directly. | |
| double | Vector4_Size
(
const FVector4& A |
Returns the length of the vector. | |
| double | Vector4_Size3
(
const FVector4& A |
Returns the length of the vector. The W element is ignored. | |
| double | Vector4_SizeSquared
(
const FVector4& A |
Returns the squared length of the vector. | |
| double | Vector4_SizeSquared3
(
const FVector4& A |
Returns the squared length of the vector. The W element is ignored. | |
| FVector4 | Vector4_Zero () |
Vector4 constants - exposed for scripting4D vector zero constant (0,0,0)FVector4 | |
| FVector | VectorSpringInterp
(
FVector Current, |
Uses a simple spring model to interpolate a vector from Current to Target. | |
| FVector | VInterpTo
(
FVector Current, |
Tries to reach Target based on distance from Current position, giving a nice smooth feeling when tracking a position. | |
| FVector | VInterpTo_Constant
(
FVector Current, |
Tries to reach Target at a constant rate. | |
| FVector | VLerp
(
FVector A, |
Linearly interpolates between A and B based on Alpha (100% of A when Alpha=0 and 100% of B when Alpha=1) | |
| double | VSize
(
FVector A |
Returns the length of the vector | |
| double | VSize2D
(
FVector2D A |
Returns the length of a 2D Vector. | |
| double | VSize2DSquared
(
FVector2D A |
Returns the squared length of a 2D Vector. | |
| double | VSizeSquared
(
FVector A |
Returns the squared length of the vector | |
| double | VSizeXY
(
FVector A |
Returns the length of the vector's XY components. | |
| double | VSizeXYSquared
(
FVector A |
Returns the squared length of the vector's XY components. | |
| float | WeightedMovingAverage_Float
(
float CurrentSample, |
Calculates the new value in a weighted moving average series using the previous value and the weight | |
| FRotator | WeightedMovingAverage_FRotator
(
FRotator CurrentSample, |
Calculates the new value in a weighted moving average series using the previous value and the weight | |
| FVector | WeightedMovingAverage_FVector
(
FVector CurrentSample, |
Calculates the new value in a weighted moving average series using the previous value and the weight | |
| int32 | Wrap
(
int32 Value, |
Returns Value between A and B (inclusive) that wraps around | |
| int64 | Xor_Int64Int64
(
int64 A, |
Bitwise XOR (A ^ B) | |
| int32 | Xor_IntInt
(
int32 A, |
Bitwise XOR (A ^ B) |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| DeprecatedFunction | Use MinAreaRectangle instead. This deprecated version incorrectly returns the average of all input points as the rectangle center. |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| float | Add_FloatFloat
(
float A, |
This method has been deprecated and will be removed. Use the double version instead. | |
| void | BreakVector
(
FVector InVec, |
This method has been deprecated and will be removed. Use the double version instead. | |
| void | BreakVector2D
(
FVector2D InVec, |
This method has been deprecated and will be removed. Use the double version instead. | |
| void | BreakVector3f
(
FVector3f InVec, |
This method has been deprecated and will be removed. Use the double version instead. | |
| void | BreakVector4
(
const FVector4& InVec, |
This method has been deprecated and will be removed. Use the double version instead. | |
| float | Conv_BoolToFloat
(
bool InBool |
This method has been deprecated and will be removed. Use the double version instead. | |
| float | Conv_ByteToFloat
(
uint8 InByte |
This method has been deprecated and will be removed. Use the double version instead. | |
| FLinearColor | Conv_FloatToLinearColor
(
float InFloat |
This method has been deprecated and will be removed. Use the double version instead. | |
| FVector | Conv_FloatToVector
(
float InFloat |
This method has been deprecated and will be removed. Use the double version instead. | |
| float | Conv_IntToFloat
(
int32 InInt |
This method has been deprecated and will be removed. Use the double version instead. | |
| float | Divide_FloatFloat
(
float A, |
This method has been deprecated and will be removed. Use the double version instead. | |
| bool | EqualEqual_FloatFloat
(
float A, |
This method has been deprecated and will be removed. Use the double version instead. | |
| int32 | FMod
(
float Dividend, |
This method has been deprecated and will be removed. Use the double version instead. | |
| bool | Greater_FloatFloat
(
float A, |
This method has been deprecated and will be removed. Use the double version instead. | |
| bool | GreaterEqual_FloatFloat
(
float A, |
This method has been deprecated and will be removed. Use the double version instead. | |
| bool | Less_FloatFloat
(
float A, |
This method has been deprecated and will be removed. Use the double version instead. | |
| bool | LessEqual_FloatFloat
(
float A, |
This method has been deprecated and will be removed. Use the double version instead. | |
| float | Multiply_FloatFloat
(
float A, |
This method has been deprecated and will be removed. Use the double version instead. | |
| bool | NotEqual_FloatFloat
(
float A, |
This method has been deprecated and will be removed. Use the double version instead. | |
| bool | RandomBoolWithWeightFromStream
(
float Weight, |
Use RandomBoolWithWeightFromStream taking the FRandomStream as the first argument. | |
| float | RandomFloatInRangeFromStream
(
float Min, |
Use RandomFloatInRangeFromStream taking the FRandomStream as the first argument. | |
| int32 | RandomIntegerFromStream
(
int32 Max, |
Use RandomIntegerFromStream taking the FRandomStream as the first argument. | |
| int32 | RandomIntegerInRangeFromStream
(
int32 Min, |
Use RandomIntegerInRangeFromStream taking the FRandomStream as the first argument. | |
| FVector | RandomPointInBoundingBoxFromStream
(
const FVector Center, |
Use RandomPointInBoundingBoxFromStream taking the FRandomStream as the first argument. | |
| FVector | RandomPointInBoundingBoxFromStream_Box
(
const FBox Box, |
Use RandomPointInBoundingBoxFromStream_Box taking the FRandomStream as the first argument. | |
| FRotator | RandomRotatorFromStream
(
bool bRoll, |
Use RandomRotatorFromStream taking the FRandomStream as the first argument. | |
| FVector | RandomUnitVectorInConeInDegreesFromStream
(
const FVector& ConeDir, |
Use RandomUnitVectorInConeInDegreesFromStream taking the FRandomStream as the first argument. | |
| FVector | RandomUnitVectorInConeInRadiansFromStream
(
const FVector& ConeDir, |
Use RandomUnitVectorInConeInRadiansFromStream taking the FRandomStream as the first argument. | |
| FVector | RandomUnitVectorInEllipticalConeInDegreesFromStream
(
const FVector& ConeDir, |
Use RandomUnitVectorInEllipticalConeInDegreesFromStream taking the FRandomStream as the first argument. | |
| FVector | RandomUnitVectorInEllipticalConeInRadiansFromStream
(
const FVector& ConeDir, |
Use RandomUnitVectorInEllipticalConeInRadiansFromStream taking the FRandomStream as the first argument. | |
| float | Subtract_FloatFloat
(
float A, |
This method has been deprecated and will be removed. Use the double version instead. | |
| void | ToDirectionAndLength2D
(
FVector2D A, |
This method has been deprecated and will be removed. Use the double version instead. |