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UKismetMathLibrary::EqualEqual_Vector2DVector2D

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

Description

Returns true if vector A is approximately equal to vector B within a per-component error tolerance. This is the correct equality check for vectors produced by arithmetic.

Caveats & Gotchas

  • The default tolerance of 1e-4 is suitable for most gameplay comparisons, but may be too loose for precise UV or pixel-space operations. Pass a smaller tolerance when precision matters.
  • The check is per-component: both |A.X - B.X| and |A.Y - B.Y| must be within tolerance. A vector that is 'close' in distance can still fail this check if one axis is exactly at the tolerance boundary.

Signature

static UE_INL_API bool EqualEqual_Vector2DVector2D(FVector2D A, FVector2D B, float ErrorTolerance = 1.e-4f);

Parameters

Name Type Description Default
A FVector2D The first vector.
B FVector2D The second vector.
ErrorTolerance float The maximum allowed difference per component for the vectors to be considered equal. 1.e-4f

Return Type

bool

Example

Check if two UI positions converged C++
FVector2D Target(100.f, 200.f);
FVector2D Current = InterpolatedPos;
bool bArrived = UKismetMathLibrary::EqualEqual_Vector2DVector2D(Current, Target, 1.f);
// Returns true when within 1 unit on each axis

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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