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| Name | UBlueprintSpringMathLibrary |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/BlueprintSpringMathLibrary.h |
| Include Path | #include "Kismet/BlueprintSpringMathLibrary.h" |
Syntax
UCLASS (MinimalAPI, Meta=(BlueprintThreadSafe))
class UBlueprintSpringMathLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UBlueprintSpringMathLibrary
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static float ConvertHalfLifeToSmoothingTime
(
float HalfLife |
Convert a halflife to a smoothing time | Kismet/BlueprintSpringMathLibrary.h |
|
static float ConvertSmoothingTimeToHalfLife
(
float SmoothingTime |
Convert a smoothing time to a half life | Kismet/BlueprintSpringMathLibrary.h |
|
static float ConvertSmoothingTimeToStrength
(
float SmoothingTime |
Convert from smoothing time to spring strength. | Kismet/BlueprintSpringMathLibrary.h |
|
static float ConvertStrengthToSmoothingTime
(
float Strength |
Convert from spring strength to smoothing time. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CriticalDoubleSpringDampAngle
(
float& InOutAngle, |
Interpolates the angle InOutAngle towards TargetAngle using a critically damped spring via an intermediate state - producing a more S-shaped curve. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CriticalDoubleSpringDampFloat
(
float& InOutX, |
Interpolates the value InOutX towards TargetX using a critically damped spring via an intermediate state - producing a more S-shaped curve. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CriticalDoubleSpringDampQuat
(
FQuat& InOutRotation, |
Interpolates the value InOutRotation towards TargetRotation using a critically damped spring via an intermediate state - producing a more S-shaped curve. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CriticalDoubleSpringDampRotator
(
FRotator& InOutRotation, |
Interpolates the value InOutRotation towards TargetRotation using a critically damped spring via an intermediate value - producing a more S-shaped curve. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CriticalDoubleSpringDampScale
(
FVector& InOutScale, |
Interpolates the value InOutScale towards TargetScale using a critically damped spring via an intermediate state - producing a more S-shaped curve. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CriticalDoubleSpringDampTransform
(
FTransform& InOutTransform, |
Interpolates the value InOutTransform towards TargetTransform using a critically damped spring via an intermediate state - producing a more S-shaped curve. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CriticalDoubleSpringDampVector
(
FVector& InOutX, |
Interpolates the value InOutX towards TargetX using a critically damped spring via an intermediate state - producing a more S-shaped curve. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CriticalDoubleSpringDampVector2D
(
FVector2D& InOutX, |
Interpolates the value InOutX towards TargetX using a critically damped spring via an intermediate state - producing a more S-shaped curve. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CriticalSpringDampAngle
(
float& InOutAngle, |
Interpolates the angle InOutAngle towards TargetAngle with the motion of a critically damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CriticalSpringDampFloat
(
float& InOutX, |
Interpolates the value InOutX towards TargetX with the motion of a critically damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CriticalSpringDampQuat
(
FQuat& InOutRotation, |
Interpolates the value InOutRotation towards TargetRotation with the motion of a critically damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CriticalSpringDampRotator
(
FRotator& InOutRotation, |
Interpolates the value InOutRotation towards TargetRotation with the motion of a critically damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CriticalSpringDampScale
(
FVector& InOutScale, |
Interpolates the value InOutScale towards TargetScale with the motion of a critically damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CriticalSpringDampTransform
(
FTransform& InOutTransform, |
Interpolates the value InOutTransform towards TargetTransform with the motion of a critically damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CriticalSpringDampVector
(
FVector& InOutX, |
Interpolates the value InOutX towards TargetX with the motion of a critically damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CriticalSpringDampVector2D
(
FVector2D& InOutX, |
Interpolates the value InOutX towards TargetX with the motion of a critically damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static float CubicInertializeApplyToAngle
(
float InAngle, |
Applies a cubic inertialization to an angle, applying the appropriate offset given the time since transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static float CubicInertializeApplyToFloat
(
float InValue, |
Applies a cubic inertialization to a float value, adding the appropriate offset given the time since transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FQuat CubicInertializeApplyToQuat
(
FQuat InRotation, |
Applies a cubic inertialization to a quaternion, applying the appropriate offset given the time since transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FRotator CubicInertializeApplyToRotator
(
FRotator InRotation, |
Applies a cubic inertialization to a rotator, applying the appropriate offset given the time since transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FVector CubicInertializeApplyToScale
(
FVector InScale, |
Applies a cubic inertialization to a scale, applying the appropriate offset given the time since transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FTransform CubicInertializeApplyToTransform
(
FTransform InTransform, |
Applies a cubic inertialization to a transform, applying the appropriate offset given the time since transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FVector CubicInertializeApplyToVector
(
FVector InValue, |
Applies a cubic inertialization to a vector value, adding the appropriate offset given the time since transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FVector2D CubicInertializeApplyToVector2D
(
FVector2D InValue, |
Applies a cubic inertialization to a Vector2D value, adding the appropriate offset given the time since transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CubicInertializeTransitionAngle
(
float& InOutAngleOffset, |
Transitions a cubic inertialization, updating the appropriate offsets. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CubicInertializeTransitionFloat
(
float& InOutValueOffset, |
Transitions a cubic inertialization, updating the appropriate offsets. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CubicInertializeTransitionQuat
(
FQuat& InOutRotationOffset, |
Transitions a cubic inertialization, updating the appropriate offsets. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CubicInertializeTransitionRotator
(
FRotator& InOutRotationOffset, |
Transitions a cubic inertialization, updating the appropriate offsets. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CubicInertializeTransitionScale
(
FVector& InOutScaleOffset, |
Transitions a cubic inertialization, updating the appropriate offsets. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CubicInertializeTransitionTransform
(
FTransform& InOutTransformOffset, |
Transitions a cubic inertialization, updating the appropriate offsets. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CubicInertializeTransitionVector
(
FVector& InOutValueOffset, |
Transitions a cubic inertialization, updating the appropriate offsets. | Kismet/BlueprintSpringMathLibrary.h |
|
static void CubicInertializeTransitionVector2D
(
FVector2D& InOutValueOffset, |
Transitions a cubic inertialization, updating the appropriate offsets. | Kismet/BlueprintSpringMathLibrary.h |
|
static float DampAngle
(
float Angle, |
Smooths an angle in degrees using exponential damping towards a target. | Kismet/BlueprintSpringMathLibrary.h |
|
static float DampFloat
(
float Value, |
Smooths a value using exponential damping towards a target. | Kismet/BlueprintSpringMathLibrary.h |
|
static FQuat DampQuat
(
const FQuat& Rotation, |
Smooths a rotation using exponential damping towards a target. | Kismet/BlueprintSpringMathLibrary.h |
|
static FRotator DampRotator
(
const FRotator& Rotation, |
Smooths a value using exponential damping towards a target. | Kismet/BlueprintSpringMathLibrary.h |
|
static FVector DampScale
(
const FVector& Scale, |
Smooths a scale using exponential damping towards a target. | Kismet/BlueprintSpringMathLibrary.h |
|
static FTransform DampTransform
(
const FTransform& Transform, |
Smooths a transform using exponential damping towards a target. | Kismet/BlueprintSpringMathLibrary.h |
|
static FVector DampVector
(
const FVector& Value, |
Smooths a value using exponential damping towards a target. | Kismet/BlueprintSpringMathLibrary.h |
|
static FVector2D DampVector2D
(
const FVector2D& Value, |
Smooths a value using exponential damping towards a target. | Kismet/BlueprintSpringMathLibrary.h |
|
static float DeadBlendApplyToAngle
(
float InAngle, |
Applies a dead blend to an angle, blending it with an extrapolation of the angle and velocity at the point of the last transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static float DeadBlendApplyToFloat
(
float InValue, |
Applies a dead blend to a float value, blending it with an extrapolation of the value and velocity at the point of the last transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FQuat DeadBlendApplyToQuat
(
FQuat InRotation, |
Applies a dead blend to a quaternion, blending it with an extrapolation of the rotation and velocity at the point of the last transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FRotator DeadBlendApplyToRotator
(
FRotator InRotation, |
Applies a dead blend to a rotator, blending it with an extrapolation of the rotation and velocity at the point of the last transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FVector DeadBlendApplyToScale
(
FVector InScale, |
Applies a dead blend to a scale, blending it with an extrapolation of the scale and velocity at the point of the last transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FTransform DeadBlendApplyToTransform
(
FTransform InTransform, |
Applies a dead blend to a transform, blending it with an extrapolation of the transform and velocity at the point of the last transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FVector DeadBlendApplyToVector
(
FVector InValue, |
Applies a dead blend to a vector value, blending it with an extrapolation of the value and velocity at the point of the last transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FVector2D DeadBlendApplyToVector2D
(
FVector2D InValue, |
Applies a dead blend to a Vector2D value, blending it with an extrapolation of the value and velocity at the point of the last transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static void DeadBlendTransitionAngle
(
float& InOutAngleTransition, |
Transitions a dead blend, computing the new value and velocity at the point of transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static void DeadBlendTransitionFloat
(
float& InOutValueTransition, |
Transitions a dead blend, computing the new value and velocity at the point of transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static void DeadBlendTransitionQuat
(
FQuat& InOutRotationTransition, |
Transitions a dead blend, computing the new value and velocity at the point of transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static void DeadBlendTransitionRotator
(
FRotator& InOutRotationTransition, |
Transitions a dead blend, computing the new value and velocity at the point of transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static void DeadBlendTransitionScale
(
FVector& InOutScaleTransition, |
Transitions a dead blend, computing the new value and velocity at the point of transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static void DeadBlendTransitionTransform
(
FTransform& InOutTransformTransition, |
Transitions a dead blend, computing the new value and velocity at the point of transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static void DeadBlendTransitionVector
(
FVector& InOutValueTransition, |
Transitions a dead blend, computing the new value and velocity at the point of transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static void DeadBlendTransitionVector2D
(
FVector2D& InOutValueTransition, |
Transitions a dead blend, computing the new value and velocity at the point of transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static float SpringCharacterMaximumAcceleration
(
const float InitialVelocity, |
Estimates an approximate maximum acceleration from a smoothing time for a character using a simple damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static float SpringCharacterMaximumAngularVelocity
(
const float InitialAngle, |
Estimates an approximate maximum angular velocity from a smoothing time for a character using a simple damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static float SpringCharacterSmoothingTimeFromMaximumAcceleration
(
const float InitialVelocity, |
Estimates an approximate smoothing time from a maximum acceleration for a character using by a simple damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static float SpringCharacterSmoothingTimeFromMaximumAngularVelocity
(
const float InitialAngle, |
Estimates an approximate smoothing time from a maximum angular velocity for a character using by a simple damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static float SpringCharacterSmoothingTimeFromStartingDistance
(
const float TargetVelocity, |
Estimates an approximate smoothing time from a starting distance for a character using by a simple damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static float SpringCharacterSmoothingTimeFromStartingTime
(
const float TargetVelocity, |
Estimates an approximate smoothing time from a starting time for a character using by a simple damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static float SpringCharacterSmoothingTimeFromStoppingDistance
(
const float InitialVelocity, |
Estimates an approximate smoothing time from a stopping distance for a character using by a simple damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static float SpringCharacterSmoothingTimeFromStoppingTime
(
const float InitialVelocity, |
Estimates an approximate smoothing time from a stopping time for a character using by a simple damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static float SpringCharacterSmoothingTimeFromTurningTime
(
const float TargetAngle, |
Estimates an approximate smoothing time from a turning time for a character using by a simple damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static float SpringCharacterStartingDistance
(
const float TargetVelocity, |
Estimates an approximate starting distance (distance traveled until the velocity is within the VelocityThreshold of the target) from a smoothing time for a character using a simple damped spring | Kismet/BlueprintSpringMathLibrary.h |
|
static float SpringCharacterStartingTime
(
const float TargetVelocity, |
Estimates an approximate starting time (time until the velocity is within the VelocityThreshold of the target) from a smoothing time for a character using a simple damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static float SpringCharacterStoppingDistance
(
const float InitialVelocity, |
Estimates an approximate stopping distance from a smoothing time for a character using a simple damped spring | Kismet/BlueprintSpringMathLibrary.h |
|
static float SpringCharacterStoppingTime
(
const float InitialVelocity, |
Estimates an approximate stopping time (how long until the velocity goes below the VelocityThreshold) from a smoothing time for a character using a simple damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static float SpringCharacterTurningTime
(
const float TargetAngle, |
Estimates an approximate turning time (time until the angle is within the AngleThreshold of the target) from a smoothing time for a character using a simple damped spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static void SpringCharacterUpdate
(
FVector& InOutPosition, |
Update the position of a character given a target velocity using a simple damped spring | Kismet/BlueprintSpringMathLibrary.h |
|
static float SpringInertializeApplyToAngle
(
float InAngle, |
Applies a spring inertialization to a angle, adding the appropriate offset given the time since transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static float SpringInertializeApplyToFloat
(
float InValue, |
Applies a spring inertialization to a float value, adding the appropriate offset given the time since transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FQuat SpringInertializeApplyToQuat
(
FQuat InRotation, |
Applies a spring inertialization to a quaternion, applying the appropriate offset given the time since transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FRotator SpringInertializeApplyToRotator
(
FRotator InRotation, |
Applies a spring inertialization to a rotator, applying the appropriate offset given the time since transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FVector SpringInertializeApplyToScale
(
FVector InScale, |
Applies a spring inertialization to a scale, applying the appropriate offset given the time since transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FTransform SpringInertializeApplyToTransform
(
FTransform InTransform, |
Applies a spring inertialization to a transform, applying the appropriate offset given the time since transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FVector SpringInertializeApplyToVector
(
FVector InValue, |
Applies a spring inertialization to a vector value, adding the appropriate offset given the time since transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static FVector2D SpringInertializeApplyToVector2D
(
FVector2D InValue, |
Applies a spring inertialization to a Vector2D value, adding the appropriate offset given the time since transition. | Kismet/BlueprintSpringMathLibrary.h |
|
static void SpringInertializeTransitionAngle
(
float& InOutAngleOffset, |
Transitions a spring inertialization, updating the appropriate offsets. | Kismet/BlueprintSpringMathLibrary.h |
|
static void SpringInertializeTransitionFloat
(
float& InOutValueOffset, |
Transitions a spring inertialization, updating the appropriate offsets. | Kismet/BlueprintSpringMathLibrary.h |
|
static void SpringInertializeTransitionQuat
(
FQuat& InOutRotationOffset, |
Transitions a spring inertialization, updating the appropriate offsets. | Kismet/BlueprintSpringMathLibrary.h |
|
static void SpringInertializeTransitionRotator
(
FRotator& InOutRotationOffset, |
Transitions a spring inertialization, updating the appropriate offsets. | Kismet/BlueprintSpringMathLibrary.h |
|
static void SpringInertializeTransitionScale
(
FVector& InOutScaleOffset, |
Transitions a spring inertialization, updating the appropriate offsets. | Kismet/BlueprintSpringMathLibrary.h |
|
static void SpringInertializeTransitionTransform
(
FTransform& InOutTransformOffset, |
Transitions a spring inertialization, updating the appropriate offsets. | Kismet/BlueprintSpringMathLibrary.h |
|
static void SpringInertializeTransitionVector
(
FVector& InOutValueOffset, |
Transitions a spring inertialization, updating the appropriate offsets. | Kismet/BlueprintSpringMathLibrary.h |
|
static void SpringInertializeTransitionVector2D
(
FVector2D& InOutValueOffset, |
Transitions a spring inertialization, updating the appropriate offsets. | Kismet/BlueprintSpringMathLibrary.h |
|
static void TrackVelocityAngle
(
float& InOutValue, |
Update the value and velocity using the finite difference | Kismet/BlueprintSpringMathLibrary.h |
|
static void TrackVelocityFloat
(
float& InOutValue, |
Update the value and velocity using the finite difference | Kismet/BlueprintSpringMathLibrary.h |
|
static void TrackVelocityQuat
(
FQuat& InOutValue, |
Update the value and velocity using the finite difference | Kismet/BlueprintSpringMathLibrary.h |
|
static void TrackVelocityRotator
(
FRotator& InOutValue, |
Update the value and velocity using the finite difference | Kismet/BlueprintSpringMathLibrary.h |
|
static void TrackVelocityScale
(
FVector& InOutValue, |
Update the value and velocity using the finite difference | Kismet/BlueprintSpringMathLibrary.h |
|
static void TrackVelocityTransform
(
FTransform& InOutValue, |
Update the value and velocity using the finite difference | Kismet/BlueprintSpringMathLibrary.h |
|
static void TrackVelocityVector
(
FVector& InOutValue, |
Update the value and velocity using the finite difference | Kismet/BlueprintSpringMathLibrary.h |
|
static void TrackVelocityVector2D
(
FVector2D& InOutValue, |
Update the value and velocity using the finite difference | Kismet/BlueprintSpringMathLibrary.h |
|
static void VelocitySpringCharacterUpdate
(
FVector& InOutPosition, |
Update a position representing a character given a target velocity using a velocity spring. | Kismet/BlueprintSpringMathLibrary.h |
|
static void VelocitySpringDampFloat
(
float& InOutX, |
A velocity spring will damp towards a target that follows a fixed linear target velocity, allowing control of the interpolation speed while still giving a smoothed behavior. | Kismet/BlueprintSpringMathLibrary.h |
|
static void VelocitySpringDampVector
(
FVector& InOutX, |
A velocity spring will damp towards a target that follows a fixed linear target velocity, allowing control of the interpolation speed while still giving a smoothed behavior. | Kismet/BlueprintSpringMathLibrary.h |
|
static void VelocitySpringDampVector2D
(
FVector2D& InOutX, |
A velocity spring will damp towards a target that follows a fixed linear target velocity, allowing control of the interpolation speed while still giving a smoothed behavior. | Kismet/BlueprintSpringMathLibrary.h |
|