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UKismetMathLibrary::Conv_VectorToLinearColor

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

Description

Converts a 3D vector to an FLinearColor by mapping X to R, Y to G, Z to B, and setting Alpha to 1.0.

Caveats & Gotchas

  • Alpha is always set to 1.0 (fully opaque). Modify the result's A field afterward if you need a different alpha value.
  • Vector components are not clamped. Values outside [0, 1] produce an HDR color, which is valid for linear workflows but can produce unexpected results when passed to functions expecting normalized 0–1 channels.

Signature

static UE_INL_API FLinearColor Conv_VectorToLinearColor(FVector InVec);

Parameters

Name Type Description Default
InVec FVector The vector whose X, Y, Z map to R, G, B respectively.

Return Type

FLinearColor

Example

Encode a surface normal as a debug color C++
// Remap normal from [-1,1] to [0,1] for color display
FVector Normal = HitResult.ImpactNormal;
FLinearColor DebugColor = UKismetMathLibrary::Conv_VectorToLinearColor(Normal * 0.5f + FVector(0.5f));
DrawDebugPoint(GetWorld(), HitResult.ImpactPoint, 10.f, DebugColor.ToFColor(true));

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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