UKismetMathLibrary::LinearColor_Desaturated
#include "Kismet/KismetMathLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns a copy of the color linearly interpolated toward its luminance-equivalent grey by the given desaturation factor. Useful for hit-flash effects, disabled-state UI tinting, or environmental mood changes.
Caveats & Gotchas
- • The grey target is computed using perceptual luminance weights (the same as LinearColor_GetLuminance), not a simple (R+G+B)/3 average. Desaturating to 1.0 gives the perceptually correct grey, not an arithmetic mean.
- • InDesaturation is not clamped internally — passing values outside [0, 1] extrapolates beyond the original color and grey, potentially producing negative or > 1.0 channel values.
Signature
static UE_INL_API FLinearColor LinearColor_Desaturated(FLinearColor InColor, float InDesaturation) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InColor | FLinearColor | The source linear color to desaturate. | — |
| InDesaturation | float | Amount of desaturation in [0.0, 1.0]. 0 = original color, 1 = fully grey. | — |
Return Type
FLinearColor Example
Fade a color to grey when an ability is on cooldown C++
float CooldownRatio = RemainingCooldown / TotalCooldown; // 0 = ready, 1 = full cooldown
FLinearColor IconColor = UKismetMathLibrary::LinearColor_Desaturated(BaseColor, CooldownRatio);
AbilityIcon->SetColorAndOpacity(IconColor); See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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