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UKismetMathLibrary::Multiply_LinearColorFloat

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

Description

Scales all four channels of a linear color by a single float. The canonical way to control emissive intensity or dim/brighten a color uniformly.

Caveats & Gotchas

  • All four channels including alpha are scaled — multiplying by 0.5 halves both the color intensity and the opacity, which is usually undesirable for UI colors. Build a separate alpha if you need independent control.
  • Negative multipliers are not clamped and will produce negative channel values, which can cause visual artifacts in standard rendering pipelines.

Signature

static UE_INL_API FLinearColor Multiply_LinearColorFloat(FLinearColor A, float B);

Parameters

Name Type Description Default
A FLinearColor Color to scale.
B float Scalar multiplier applied to all four channels.

Return Type

FLinearColor

Example

Scale emissive intensity from a gameplay parameter C++
FLinearColor BaseEmissive = FLinearColor(1.f, 0.8f, 0.2f, 0.f);
float Intensity = 3.f; // HDR brightness
FLinearColor Emissive = UKismetMathLibrary::Multiply_LinearColorFloat(BaseEmissive, Intensity);
DynamicMaterial->SetVectorParameterValue(TEXT("Emissive"), Emissive);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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