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UKismetMathLibrary::Multiply_VectorFloat

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

Description

Scales a vector uniformly by a scalar float, equivalent to A * B on each component. The standard way to scale a direction vector to a desired speed or length.

Caveats & Gotchas

  • Multiplying by 0 produces a zero vector — if this result feeds into a GetSafeNormal() call, you will get FVector::ZeroVector back, which can silently cause no-op movement or rotations.
  • Multiplying by a negative scalar reverses the vector direction. This is sometimes intentional (e.g. building an opposite force) but easy to introduce accidentally when chaining operations.

Signature

static UE_INL_API FVector Multiply_VectorFloat(FVector A, double B);

Parameters

Name Type Description Default
A FVector The vector to scale.
B double Scalar multiplier applied to all components.

Return Type

FVector

Example

Scale a normalized direction to a launch speed C++
FVector Direction = (TargetPos - SourcePos).GetSafeNormal();
float LaunchSpeed = 1500.f;
FVector LaunchVelocity = UKismetMathLibrary::Multiply_VectorFloat(Direction, LaunchSpeed);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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