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UKismetMathLibrary::Add_MatrixMatrix

function Engine Blueprint Since 4.0
#include "Kismet/KismetMathLibrary.h"
Access: public Specifiers: staticBlueprintPure

Description

Adds two 4x4 matrices element-wise (A + B). This is a linear algebra operation, not a transform composition — the result is not generally a valid transform matrix.

Caveats & Gotchas

  • Adding two transform matrices does not produce a composed transformation. Use Multiply_MatrixMatrix to combine transforms. Matrix addition is used in shader math and blending operations, rarely in gameplay transform code.
  • The result of adding two rotation or transform matrices will typically not be orthogonal — do not pass it to functions that assume a valid transform matrix without re-orthogonalizing first.

Signature

static UE_INL_API FMatrix Add_MatrixMatrix (const FMatrix& A, const FMatrix& B)

Parameters

Name Type Description Default
A const FMatrix& The first matrix.
B const FMatrix& The second matrix.

Return Type

FMatrix

Example

Blend two skinning matrices (linear blend skinning style) C++
// Simple linear blend — result must be re-normalized before use as a transform
FMatrix BlendedMatrix = UKismetMathLibrary::Add_MatrixMatrix(
    UKismetMathLibrary::Multiply_MatrixFloat(SkinMatrix0, Weight0),
    UKismetMathLibrary::Multiply_MatrixFloat(SkinMatrix1, Weight1)
);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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