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UKismetMathLibrary::LinearColor_SetRandomHue

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

Description

Chooses a random hue and writes a visually pleasing fully-saturated color into the target LinearColor. The saturation and value are fixed to produce a vivid, non-grey result rather than a uniform random RGB triple.

Caveats & Gotchas

  • The hue is the only randomized component — saturation and value are fixed, so the output will always be a bright, saturated color. You cannot use this to generate pastel or dark random colors.
  • Uses UE's global FMath::FRand() stream, which is not seeded per-call. Results are non-deterministic and will differ between play sessions and between PIE and packaged builds unless you seed the global random before use.

Signature

static UE_INL_API void LinearColor_SetRandomHue(UPARAM(ref) FLinearColor& InOutColor)

Parameters

Name Type Description Default
InOutColor FLinearColor& The color variable to overwrite with a randomly hued color.

Return Type

void

Example

Assign a random vivid color to each spawned actor C++
FLinearColor RandomColor;
UKismetMathLibrary::LinearColor_SetRandomHue(RandomColor);
SpawnedMesh->SetVectorParameterValueOnMaterials(TEXT("Color"), FVector(RandomColor));

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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