UKismetMathLibrary::EqualEqual_VectorVector
#include "Kismet/KismetMathLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns true if vectors A and B are equal within a per-component tolerance. The correct function to use when comparing vectors that result from floating-point calculations.
Caveats & Gotchas
- • The default tolerance of 1e-4 (0.0001 cm in UE's centimeter coordinate space) is appropriate for most gameplay comparisons, but may be too tight or too loose for physics, rendering, or large-world coordinates — always verify the right tolerance for your use case.
- • The tolerance is applied per component independently, not as a 3D distance check — two vectors can be within tolerance on each axis separately yet be farther apart in 3D space than you expect.
Signature
static UE_INL_API bool EqualEqual_VectorVector(FVector A, FVector B, float ErrorTolerance = 1.e-4f); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| A | FVector | First vector. | — |
| B | FVector | Second vector. | — |
| ErrorTolerance | float | Maximum per-component absolute difference considered equal. | 1.e-4f |
Return Type
bool Example
Check if actor has returned to its original position C++
FVector StartPos = FVector(100.f, 200.f, 0.f);
FVector CurrentPos = MyActor->GetActorLocation();
bool bAtStart = UKismetMathLibrary::EqualEqual_VectorVector(CurrentPos, StartPos, 1.f); Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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