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UKismetMathLibrary::Matrix_GetFrustumFarPlane

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

Description

Extracts the far clipping plane from a view-projection matrix. Returns false if the plane cannot be extracted.

Caveats & Gotchas

  • Infinite projection matrices (common in UE5 for reverse-Z) do not have a traditional far plane — extraction will fail or produce invalid results for these matrices.
  • The matrix must be a combined View * Projection matrix; passing only a projection matrix will produce incorrect world-space plane values.

Signature

static UE_INL_API bool Matrix_GetFrustumFarPlane(const FMatrix& M, FPlane& OutPlane)

Parameters

Name Type Description Default
M const FMatrix& The view-projection matrix to extract the far plane from.
OutPlane FPlane& The extracted far plane of the frustum, in world space.

Return Type

bool

Example

Extract far plane for visibility checks C++
FMatrix ViewProjectionMatrix = ViewMatrix * ProjectionMatrix;
FPlane FarPlane;
if (UKismetMathLibrary::Matrix_GetFrustumFarPlane(ViewProjectionMatrix, FarPlane))
{
    float DistToFar = FarPlane.PlaneDot(ActorLocation);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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