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50 results for "angle"

function
UKismetMathLibrary::ClampAngle Engine

Clamps an angle to the nearest boundary of a specified angular range, with the result normalized to -180.

function
UBlueprintSpringMathLibrary::CriticalSpringDampAngle Engine

Interpolates InOutAngle towards TargetAngle using the motion of a critically damped spring, storing the resulting angular velocity back into InOutAngularVelocity.

function
UBlueprintSpringMathLibrary::DampAngle Engine

Smooths Angle towards TargetAngle using exponential damping, returning the new smoothed angle in degrees each call.

function
UKismetMathLibrary::GetSlopeDegreeAngles Engine

Decomposes a floor normal into separate pitch and roll angles, relative to an actor's right vector and a reference up vector.

function
UCharacterMovementComponent::K2_GetWalkableFloorAngle Engine

Returns the maximum slope angle, in degrees, that the character can walk on without sliding off.

function
UKismetMathLibrary::MinAreaRectangle Engine

Finds the smallest-area rectangle that encloses a set of coplanar points, using an exhaustive rotating-calipers-style search.

function
UKismetMathLibrary::Quat_GetAngle Engine

Returns the rotation angle of the quaternion in radians.

function
FVector::RotateAngleAxis Core

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

function
UKismetMathLibrary::RotateAngleAxis Engine

Rotates a vector by a given angle around a specified axis using the right-hand rule.

function
UKismetMathLibrary::RotatorFromAxisAndAngle Engine

Creates an FRotator representing a rotation of Angle degrees around the given Axis.

function
FMath::SegmentTriangleIntersection Core

Tests whether a line segment intersects a triangle and returns both the intersection point and the triangle's face normal.

function
UWidget::SetRenderTransformAngle UMG

Sets only the rotation component of the widget's render transform in degrees, leaving translation, scale, and shear unchanged.

function
UCharacterMovementComponent::SetWalkableFloorAngle Engine

Sets the maximum slope angle, in degrees, that the character can walk on, and recomputes WalkableFloorZ to match.

function
UKismetMathLibrary::Vector_CosineAngle2D Engine

Returns the cosine of the angle between two vectors projected onto the XY plane, ignoring Z.

function
UKismetMathLibrary::Vector_HeadingAngle Engine

Converts a direction vector into a 'heading' angle in radians within the range +/-PI.

function
FMath::WindRelativeAnglesDegrees Core

Adjusts InOutAngle1 so that the difference between it and InAngle0 is at most 180 degrees, preventing large jumps when interpolating rotation components converted from quaternions.

function
UKismetMathLibrary::Atan Engine

Returns the inverse tangent (arc tangent) of A in radians, in the range (-π/2, π/2).

function
FMath::Atan2 Core

Returns the angle in radians between the positive X axis and the point (X, Y), in the range [-π, π].

function
UAnimInstance::CalculateDirection Engine

Computes the angle in degrees (–180 to 180) between a velocity vector and a base rotation, projected onto the horizontal plane.

function
UKismetAnimationLibrary::CalculateDirection AnimGraphRuntime

Returns the signed angle in degrees between Velocity and the forward vector of BaseRotation, in the range [-180, 180].

function
FMath::CartesianToPolar Core

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

function
UKismetMathLibrary::ClampAxis Engine

Clamps an angle to the range [0, 360].

function
FMath::Cos Core

Returns the cosine of an angle given in radians.

function
UKismetMathLibrary::Cos Engine

Returns the cosine of the given angle in radians.

function
UKismetMathLibrary::CreateVectorFromYawPitch Engine

Converts Yaw and Pitch angles in degrees into a directional vector, optionally scaled to a given length.

function
UKismetMathLibrary::Cross_VectorVector Engine

Returns the cross product of two 3D vectors, producing a vector perpendicular to both A and B.

function
UKismetMathLibrary::DegAcos Engine

Returns the inverse cosine (arc cosine) of A in degrees.

function
UKismetMathLibrary::DegAtan Engine

Returns the inverse tangent (arctangent) of A, with the result in degrees.

function
UKismetMathLibrary::DegAtan2 Engine

Returns the four-quadrant inverse tangent (atan2) of Y/X in degrees.

function
UKismetMathLibrary::DegTan Engine

Returns the tangent of angle A where A is in degrees.

function
FMath::DegreesToRadians Core

Converts an angle from degrees to radians by multiplying by π/180.

function
UKismetMathLibrary::DegreesToRadians Engine

Converts an angle from degrees to radians by multiplying by π/180.

function
FVector::DotProduct Core

Computes the dot product of two vectors: `A.

function
UKismetMathLibrary::Dot_VectorVector Engine

Returns the dot product of two 3D vectors (A.

function
UKismetSystemLibrary::DrawDebugCone Engine deprecated

Draws a wireframe cone using angles in radians.

function
UKismetSystemLibrary::DrawDebugConeInDegrees Engine

Draws a wireframe cone with angles specified in degrees, commonly used to visualize a field-of-view or perception cone.

function
UKismetMathLibrary::FWrap Engine

Wraps Value within the range [Min, Max] by repeating the range, similar to a modulo operation for arbitrary ranges.

function
UKismetMathLibrary::GetAzimuthAndElevation Engine

Decomposes a world-space direction vector into Azimuth and Elevation angles expressed relative to a given reference frame.

function
FGeometry::GetLayoutBoundingRect SlateCore

Returns the axis-aligned bounding rectangle of this geometry in absolute space, computed using the accumulated layout transform (without render transforms).

function
FGeometry::GetRenderBoundingRect SlateCore

Returns the axis-aligned bounding rectangle of this geometry in absolute space computed using the full accumulated render transform, including any rotation or skew.

function
UKismetMathLibrary::GetRotated2D Engine

Returns a copy of the 2D vector rotated by the given angle in degrees around the Z axis (0,0,1).

function
UKismetMathLibrary::Hypotenuse Engine

Returns the length of the hypotenuse of a right-angled triangle given its two legs (sqrt(Width^2 + Height^2)).

function
UCharacterMovementComponent::IsWalkable Engine

Returns true if the hit result should be considered a walkable surface for the character, based on the impact normal's angle relative to WalkableFloorZ.

property
UCharacterMovementComponent::JumpOutOfWaterPitch Engine

Control pitch angle, in degrees, at or above which the character automatically jumps when exiting water.

function
UKismetAnimationLibrary::K2_LookAt AnimGraphRuntime

Returns a copy of CurrentTransform rotated so a chosen local axis (LookAtVector) points toward TargetPosition, optionally constrained to a cone angle and twisted to align with an up vector.

function
UKismetMathLibrary::NormalizeAxis Engine

Clamps an angle to the range [-180, 180] by wrapping.

function
FMath::PolarToCartesian Core

Converts polar coordinates (radius and angle in radians) to a 2D Cartesian coordinate pair.

function
UKismetMathLibrary::Quat_Euler Engine

Converts a quaternion into floating-point Euler angles in degrees, returned as an FVector (Pitch=Y, Yaw=Z, Roll=X).

function
UKismetMathLibrary::Quat_Log Engine

Computes the quaternion logarithm, mapping a unit quaternion to a pure quaternion (W=0, V=theta*v).

function
UKismetMathLibrary::Quat_MakeFromEuler Engine

Constructs and returns a quaternion from Euler angles in degrees.