UKismetMathLibrary::BreakVector4
#include "Kismet/KismetMathLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Decomposes an FVector4 into its four individual double-precision components via output parameters. NativeBreakFunc wires this to Blueprint's Break Vector4 node automatically.
Caveats & Gotchas
- • Output variables are double; assigning them to float variables in C++ silently truncates precision. Use double-typed locals when precision matters.
- • In C++ you can access components directly as InVec.X, InVec.Y, InVec.Z, InVec.W — this function exists primarily for Blueprint and scripting interop.
Signature
static UE_INL_API void BreakVector4(const FVector4& InVec, double& X, double& Y, double& Z, double& W); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InVec | FVector4 | The Vector4 to decompose. | — |
| X | double& | Output X component. | — |
| Y | double& | Output Y component. | — |
| Z | double& | Output Z component. | — |
| W | double& | Output W component. | — |
Return Type
void Example
Log all four components of a shader parameter vector C++
FVector4 ShaderParam = GetShaderVector();
double X, Y, Z, W;
UKismetMathLibrary::BreakVector4(ShaderParam, X, Y, Z, W);
UE_LOG(LogTemp, Log, TEXT("X=%.4f Y=%.4f Z=%.4f W=%.4f"), X, Y, Z, W); Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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