UKismetMathLibrary::Multiply_MatrixMatrix
#include "Kismet/KismetMathLibrary.h"
Access: public
Specifiers: staticBlueprintPure
Description
Multiplies two 4x4 matrices together (A * B). Used to compose transformations: the result applies A's transformation first, then B's.
Caveats & Gotchas
- • Matrix multiplication is not commutative — A * B produces a different result than B * A. The order determines which transform is applied first in world space.
- • UE's FMatrix uses row-major order with row vectors, so the math convention is opposite to OpenGL column-major. When porting from other engines, verify multiplication order to avoid mirrored or incorrectly oriented results.
Signature
static UE_INL_API FMatrix Multiply_MatrixMatrix (const FMatrix& A, const FMatrix& B) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| A | const FMatrix& | The left-hand matrix. | — |
| B | const FMatrix& | The right-hand matrix. | — |
Return Type
FMatrix Example
Compose local-to-parent and parent-to-world matrices C++
FMatrix LocalToParent = GetLocalMatrix();
FMatrix ParentToWorld = GetParentWorldMatrix();
// Result transforms from local space directly to world space
FMatrix LocalToWorld = UKismetMathLibrary::Multiply_MatrixMatrix(LocalToParent, ParentToWorld); See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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