UKismetMathLibrary::Vector4_DotProduct3
#include "Kismet/KismetMathLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns the 3D dot product of two FVector4 values using only the XYZ components: A.X*B.X + A.Y*B.Y + A.Z*B.Z. The W component is ignored.
Caveats & Gotchas
- • Because W is ignored, this is the correct function to use when your Vector4 stores a 3D direction (W=0) or you only care about the spatial direction regardless of W.
- • The result is a double, but Blueprint pins may display it as float. If you need full precision for rendering or physics calculations, keep the result in a C++ double variable rather than routing it through Blueprint.
Signature
static UE_INL_API double Vector4_DotProduct3(const FVector4& A, const FVector4& B) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| A | const FVector4& | First vector. W is ignored. | — |
| B | const FVector4& | Second vector. W is ignored. | — |
Return Type
double Example
Check whether two 3D directions stored as Vector4 point the same way C++
FVector4 Dir1(0.0, 0.0, 1.0, 0.0); // forward
FVector4 Dir2(0.0, 0.0, -1.0, 0.0); // backward
double Dot = UKismetMathLibrary::Vector4_DotProduct3(Dir1, Dir2);
// Dot == -1.0 (opposite directions) Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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