50 results for "FVector"
A 3D vector with double-precision (UE 5.
Returns the cross product of two vectors.
Returns the Euclidean distance between two vectors.
Computes the dot product of two vectors: `A.
Returns a normalised copy of the vector, or ResultIfZero if the vector is too short to safely normalise.
Returns true if all three components are within Tolerance of zero.
Returns true if all three components are exactly zero.
Returns this vector rotated around the given axis by AngleDeg degrees, using Rodrigues' rotation formula.
Returns the component-wise sum of two 2D vectors (A + B).
Returns the component-wise sum of two FVector4 values (A + B).
Adds two vectors component-wise, returning a new FVector.
Decomposes an FVector into its three individual double components.
Decomposes an FVector2D into its individual X and Y double components via output parameters.
Decomposes an FVector4 into its four individual double-precision components via output parameters.
Converts a 2D Cartesian coordinate pair to polar form (radius and angle).
Broadcasts a single double to all three components of an FVector, producing (InDouble, InDouble, InDouble).
Broadcasts a single double to both components of an FVector2D, producing (InDouble, InDouble).
Converts an FIntPoint to an FVector2D by casting its integer X and Y components to double.
Broadcasts a single integer to all three components of an FVector, producing (InInt, InInt, InInt) as doubles.
Converts an FIntVector2 (two int32 components) to an FVector2D (two doubles) component-wise.
Converts an FIntVector (three int32 components) to an FVector (three doubles) component-wise.
Converts a FLinearColor to a FVector by mapping R→X, G→Y, B→Z and discarding the alpha channel.
Converts a FVector4 direction into a FQuat orientation that points in that direction with no roll.
Converts a Vector4 to a 3-component FVector by dropping the W element.
Extracts the X and Y components of a 3D vector into an FVector2D, discarding the Z component entirely.
Returns the element-wise division of two FVector4 values: {A.
Returns the world-space scale of the actor's RootComponent as an FVector.
Returns the actor's world-space scale as an FVector with X, Y, and Z scale factors.
Returns the world-space unit vector pointing in the forward (X+) direction for the given rotation.
Returns the current value of a vector-type input axis key as an FVector.
Returns the world-space unit vector pointing in the right (Y+) direction for the given rotation.
Returns the simple collision cylinder as an FVector(Radius, Radius, HalfHeight), convenient for axis-aligned extent comparisons and box overlap approximations.
Returns the world-space unit vector pointing in the up (Z+) direction for the given rotation.
Returns the FVector stored under the given blackboard key.
Constructs an FVector from three individual double components.
Constructs an FVector2D from explicit X and Y double values.
Constructs an FVector4 from four double-precision components.
Returns the specified column of the matrix as an FVector (ignoring the 4th/W row element).
Writes an FVector into the specified column of the matrix in-place.
Transforms a 3D position vector by the matrix, including the translation component.
Transforms a homogeneous FVector4 by the full 4x4 matrix.
Returns the element-wise product of two FVector4 values: {A.
Converts a quaternion into floating-point Euler angles in degrees, returned as an FVector (Pitch=Y, Yaw=Z, Roll=X).
Returns the forward direction (local X axis) of the coordinate frame represented by this quaternion.
Returns the right direction (local Y axis) of the coordinate frame represented by this quaternion.
Returns the up direction (local Z axis) of the coordinate frame represented by this quaternion.
Returns the unit vector axis around which this quaternion rotates.
Sets the X and Y components of an existing FVector2D variable in place.
Writes an FVector to a blackboard key.
Returns the square root of A.