UKismetMathLibrary::Box_GetClosestPointTo
#include "Kismet/KismetMathLibrary.h"
Access: public
Specifiers: staticBlueprintPureUFUNCTION
Description
Calculates the point on the surface of (or inside) a bounding box that is nearest to a given world-space point. Use this to find where an external object is closest to a volume for proximity checks or push-out logic.
Caveats & Gotchas
- • When Point is inside the box, the function returns Point itself unchanged — not the nearest surface point. If you need the nearest surface point for an interior query (e.g. push-out), clamp the result manually to the box faces.
- • The result is always clamped to [Box.Min, Box.Max] per axis, so the output is guaranteed to lie within or on the box — it is never extrapolated outside.
Signature
static ENGINE_API FVector Box_GetClosestPointTo(const FBox& Box, const FVector& Point); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Box | const FBox& | The axis-aligned bounding box. | — |
| Point | const FVector& | The reference point in world space. | — |
Return Type
FVector Example
Compute distance from a character to the edge of a trigger zone C++
FBox ZoneBounds = TriggerActor->GetComponentsBoundingBox();
FVector PlayerPos = Player->GetActorLocation();
FVector ClosestPt = UKismetMathLibrary::Box_GetClosestPointTo(ZoneBounds, PlayerPos);
float DistToZone = FVector::Dist(PlayerPos, ClosestPt); Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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