49 results for "angle" in function
Clamps an angle to the nearest boundary of a specified angular range, with the result normalized to -180.
Interpolates InOutAngle towards TargetAngle using the motion of a critically damped spring, storing the resulting angular velocity back into InOutAngularVelocity.
Smooths Angle towards TargetAngle using exponential damping, returning the new smoothed angle in degrees each call.
Decomposes a floor normal into separate pitch and roll angles, relative to an actor's right vector and a reference up vector.
Returns the maximum slope angle, in degrees, that the character can walk on without sliding off.
Finds the smallest-area rectangle that encloses a set of coplanar points, using an exhaustive rotating-calipers-style search.
Returns the rotation angle of the quaternion in radians.
Returns this vector rotated around the given axis by AngleDeg degrees, using Rodrigues' rotation formula.
Rotates a vector by a given angle around a specified axis using the right-hand rule.
Creates an FRotator representing a rotation of Angle degrees around the given Axis.
Tests whether a line segment intersects a triangle and returns both the intersection point and the triangle's face normal.
Sets only the rotation component of the widget's render transform in degrees, leaving translation, scale, and shear unchanged.
Sets the maximum slope angle, in degrees, that the character can walk on, and recomputes WalkableFloorZ to match.
Returns the cosine of the angle between two vectors projected onto the XY plane, ignoring Z.
Converts a direction vector into a 'heading' angle in radians within the range +/-PI.
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.
Returns the inverse tangent (arc tangent) of A in radians, in the range (-π/2, π/2).
Returns the angle in radians between the positive X axis and the point (X, Y), in the range [-π, π].
Computes the angle in degrees (–180 to 180) between a velocity vector and a base rotation, projected onto the horizontal plane.
Returns the signed angle in degrees between Velocity and the forward vector of BaseRotation, in the range [-180, 180].
Converts a 2D Cartesian coordinate pair to polar form (radius and angle).
Clamps an angle to the range [0, 360].
Returns the cosine of an angle given in radians.
Returns the cosine of the given angle in radians.
Converts Yaw and Pitch angles in degrees into a directional vector, optionally scaled to a given length.
Returns the cross product of two 3D vectors, producing a vector perpendicular to both A and B.
Returns the inverse cosine (arc cosine) of A in degrees.
Returns the inverse tangent (arctangent) of A, with the result in degrees.
Returns the four-quadrant inverse tangent (atan2) of Y/X in degrees.
Returns the tangent of angle A where A is in degrees.
Converts an angle from degrees to radians by multiplying by π/180.
Converts an angle from degrees to radians by multiplying by π/180.
Computes the dot product of two vectors: `A.
Returns the dot product of two 3D vectors (A.
Draws a wireframe cone using angles in radians.
Draws a wireframe cone with angles specified in degrees, commonly used to visualize a field-of-view or perception cone.
Wraps Value within the range [Min, Max] by repeating the range, similar to a modulo operation for arbitrary ranges.
Decomposes a world-space direction vector into Azimuth and Elevation angles expressed relative to a given reference frame.
Returns the axis-aligned bounding rectangle of this geometry in absolute space, computed using the accumulated layout transform (without render transforms).
Returns the axis-aligned bounding rectangle of this geometry in absolute space computed using the full accumulated render transform, including any rotation or skew.
Returns a copy of the 2D vector rotated by the given angle in degrees around the Z axis (0,0,1).
Returns the length of the hypotenuse of a right-angled triangle given its two legs (sqrt(Width^2 + Height^2)).
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.
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.
Clamps an angle to the range [-180, 180] by wrapping.
Converts polar coordinates (radius and angle in radians) to a 2D Cartesian coordinate pair.
Converts a quaternion into floating-point Euler angles in degrees, returned as an FVector (Pitch=Y, Yaw=Z, Roll=X).
Computes the quaternion logarithm, mapping a unit quaternion to a pure quaternion (W=0, V=theta*v).
Constructs and returns a quaternion from Euler angles in degrees.