Unreal Engine Blueprint API Reference > Math > Matrix
Transform a direction vector by the inverse of this matrix - will not take into account translation part. If you want to transform a surface normal (or plane) and correctly account for non-uniform scaling you should use TransformByUsingAdjointT with adjoint of matrix inverse. (Assumes Matrix represents a transform)
Target is Kismet Math Library
Inputs
Type | Name | Description |
---|---|---|
struct | M | |
vector | V |
Outputs
Type | Name | Description |
---|---|---|
vector | Return Value | Transform a direction vector by the inverse of this matrix - will not take into account translation part.If you want to transform a surface normal (or plane) and correctly account for non-uniform scaling you should use TransformByUsingAdjointT with adjoint of matrix inverse.(Assumes Matrix represents a transform) |