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UKismetMathLibrary::BreakVector4

function Engine Blueprint Since 4.0
#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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