RealDocs

50 results for "FVector"

struct
FVector Core

A 3D vector with double-precision (UE 5.

function
FVector::CrossProduct Core

Returns the cross product of two vectors.

function
FVector::Distance Core

Returns the Euclidean distance between two vectors.

function
FVector::DotProduct Core

Computes the dot product of two vectors: `A.

function
FVector::GetSafeNormal Core

Returns a normalised copy of the vector, or ResultIfZero if the vector is too short to safely normalise.

function
FVector::IsNearlyZero Core

Returns true if all three components are within Tolerance of zero.

function
FVector::IsZero Core

Returns true if all three components are exactly zero.

function
FVector::RotateAngleAxis Core

Returns this vector rotated around the given axis by AngleDeg degrees, using Rodrigues' rotation formula.

function
UKismetMathLibrary::DynamicWeightedMovingAverage_FVector Engine

Like WeightedMovingAverage_FVector, but the blend weight scales with the distance between CurrentSample and PreviousSample, letting small positional jitter be smoothed heavily while large movements are tracked more responsively.

function
UKismetMathLibrary::WeightedMovingAverage_FVector Engine

Blends a new vector sample with the previous smoothed value to produce the next value in a weighted moving average series.

function
UKismetMathLibrary::Add_Vector2DVector2D Engine

Returns the component-wise sum of two 2D vectors (A + B).

function
UKismetMathLibrary::Add_Vector4Vector4 Engine

Returns the component-wise sum of two FVector4 values (A + B).

function
UKismetMathLibrary::Add_VectorVector Engine

Adds two vectors component-wise, returning a new FVector.

function
UKismetMathLibrary::BreakVector Engine

Decomposes an FVector into its three individual double components.

function
UKismetMathLibrary::BreakVector2D Engine

Decomposes an FVector2D into its individual X and Y double components via output parameters.

function
UKismetMathLibrary::BreakVector4 Engine

Decomposes an FVector4 into its four individual double-precision components via output parameters.

function
UKismetMathLibrary::BreakVector_NetQuantize Engine

Splits an FVector_NetQuantize into its X, Y, and Z double components.

function
UKismetMathLibrary::BreakVector_NetQuantize10 Engine

Splits an FVector_NetQuantize10 into its X, Y, and Z double components.

function
UKismetMathLibrary::BreakVector_NetQuantize100 Engine

Splits an FVector_NetQuantize100 into its X, Y, and Z double components.

function
UKismetMathLibrary::BreakVector_NetQuantizeNormal Engine

Splits an FVector_NetQuantizeNormal into its X, Y, and Z double components.

function
UKismetStringLibrary::BuildString_Vector Engine

Builds a new string in the form AppendTo+Prefix+InVector+Suffix, formatting the vector with the standard FVector::ToString conversion between the given prefix and suffix.

function
UKismetStringLibrary::BuildString_Vector2d Engine

Builds a new string in the form AppendTo+Prefix+InVector2d+Suffix, formatting an FVector2D with the standard ToString conversion between the given prefix and suffix.

function
FMath::CartesianToPolar Core

Converts a 2D Cartesian coordinate pair to polar form (radius and angle).

function
UKismetMathLibrary::Conv_DoubleToVector Engine

Broadcasts a single double to all three components of an FVector, producing (InDouble, InDouble, InDouble).

function
UKismetMathLibrary::Conv_DoubleToVector2D Engine

Broadcasts a single double to both components of an FVector2D, producing (InDouble, InDouble).

function
UKismetMathLibrary::Conv_IntPointToVector2D Engine

Converts an FIntPoint to an FVector2D by casting its integer X and Y components to double.

function
UKismetMathLibrary::Conv_IntToVector Engine

Broadcasts a single integer to all three components of an FVector, producing (InInt, InInt, InInt) as doubles.

function
UKismetMathLibrary::Conv_IntVector2ToVector2D Engine

Converts an FIntVector2 (two int32 components) to an FVector2D (two doubles) component-wise.

function
UKismetMathLibrary::Conv_IntVectorToVector Engine

Converts an FIntVector (three int32 components) to an FVector (three doubles) component-wise.

function
UKismetMathLibrary::Conv_LinearColorToVector Engine

Converts a FLinearColor to a FVector by mapping R→X, G→Y, B→Z and discarding the alpha channel.

function
UKismetStringLibrary::Conv_StringToVector Engine

Parses a string in the 'X= Y= Z=' format produced by Conv_VectorToString back into an FVector, reporting whether parsing succeeded via OutIsValid.

function
UKismetStringLibrary::Conv_StringToVector2D Engine

Parses a string in the 'X= Y=' format back into an FVector2D, reporting whether parsing succeeded via OutIsValid.

function
UKismetStringLibrary::Conv_StringToVector3f Engine

Parses a string in the 'X= Y= Z=' format back into a single-precision FVector3f, reporting whether parsing succeeded via OutIsValid.

function
UKismetStringLibrary::Conv_Vector2dToString Engine

Converts an FVector2D to a string in the form 'X= Y='.

function
UKismetStringLibrary::Conv_Vector3fToString Engine

Converts an FVector3f (single-precision vector) to a string in the form 'X= Y= Z='.

function
UKismetMathLibrary::Conv_Vector4ToQuaternion Engine

Converts a FVector4 direction into a FQuat orientation that points in that direction with no roll.

function
UKismetMathLibrary::Conv_Vector4ToVector Engine

Converts a Vector4 to a 3-component FVector by dropping the W element.

function
UKismetStringLibrary::Conv_VectorToString Engine

Converts an FVector to a string in the form 'X= Y= Z='.

function
UKismetMathLibrary::Conv_VectorToVector2D Engine

Extracts the X and Y components of a 3D vector into an FVector2D, discarding the Z component entirely.

function
UKismetMathLibrary::Divide_Vector4Vector4 Engine

Returns the element-wise division of two FVector4 values: {A.

function
AActor::GetActorScale Engine

Returns the world-space scale of the actor's RootComponent as an FVector.

function
AActor::GetActorScale3D Engine

Returns the actor's world-space scale as an FVector with X, Y, and Z scale factors.

function
UKismetMathLibrary::GetForwardVector Engine

Returns the world-space unit vector pointing in the forward (X+) direction for the given rotation.

function
AActor::GetInputVectorAxisValue Engine

Returns the current value of a vector-type input axis key as an FVector.

function
UKismetMathLibrary::GetRightVector Engine

Returns the world-space unit vector pointing in the right (Y+) direction for the given rotation.

function
AActor::GetSimpleCollisionCylinderExtent Engine

Returns the simple collision cylinder as an FVector(Radius, Radius, HalfHeight), convenient for axis-aligned extent comparisons and box overlap approximations.

function
UKismetMathLibrary::GetUpVector Engine

Returns the world-space unit vector pointing in the up (Z+) direction for the given rotation.

function
UBlackboardComponent::GetValueAsVector AIModule

Returns the FVector stored under the given blackboard key.

function
UKismetMathLibrary::MakeVector Engine

Constructs an FVector from three individual double components.

function
UKismetMathLibrary::MakeVector2D Engine

Constructs an FVector2D from explicit X and Y double values.