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24 results for "bounds" in function

function
UKismetMathLibrary::BreakBoxSphereBounds Engine

Decomposes an FBoxSphereBounds into its origin, box half-extent, and sphere radius components.

function
UGameplayStatics::GetActorArrayBounds Engine

Computes the combined axis-aligned bounding box of an array of actors, returning the box centre and half-extents.

function
AActor::GetActorBounds Engine

Computes an axis-aligned bounding box (AABB) for this actor and outputs it as a center origin and half-extents.

function
AActor::IsLevelBoundsRelevant Engine

Returns whether this actor should be included when calculating the level's bounding box.

function
UKismetMathLibrary::MakeBoxSphereBounds Engine

Constructs an FBoxSphereBounds from explicit origin, box half-extent, and sphere radius values.

function
AActor::MarkNeedsRecomputeBoundsOnceForGame Engine

Marks all SceneComponents on this actor that have bComputeBoundsOnceForGame set as needing their cached bounds recomputed the next time UpdateBounds is called.

function
AActor::OutsideWorldBounds Engine

Called by the engine when this actor is detected outside the hard limit on world bounds.

function
APawn::OutsideWorldBounds Engine

Called when the pawn moves outside the world's kill-Z or bounding box.

function
UKismetMathLibrary::Box_IsInside Engine

Returns true only when InnerTest is completely contained within OuterTest, with no part touching or crossing the outer boundary.

function
AActor::CalculateComponentsBoundingBoxInLocalSpace Engine

Calculates the actor-local-space bounding box of all components by recalculating component local bounds each time.

function
AActor::CheckStillInWorld Engine

Checks whether the actor is still within valid world bounds, including the KillZ plane and world boundary volumes, and handles the situation if not.

function
AActor::FellOutOfWorld Engine

Called when the actor falls below the world's KillZ threshold or exits the hard world bounds.

function
AActor::GetComponentsBoundingBox Engine

Returns the world-space axis-aligned bounding box enclosing all registered components on this actor.

function
FMath::GetMappedRangeValueClamped Core

Maps a value from one range to another, clamping the input to the source range first.

function
UKismetMathLibrary::InRange_Int64Int64 Engine

Returns true if Value falls within [Min, Max].

function
UActorComponent::IsNavigationRelevant Engine

Override to indicate that this component actively contributes navigation data.

function
AActor::IsRootComponentCollisionRegistered Engine

Returns true when the actor's root component is registered with the world and has collision enabled.

function
FGeometry::IsUnderLocation SlateCore

Returns true if the given absolute coordinate falls within the bounds of this geometry, correctly accounting for render transforms including rotation and skew.

function
UKismetMathLibrary::Matrix_GetMaximumAxisScale Engine

Returns the largest magnitude among the three row vectors of the matrix, representing the maximum scale factor along any axis.

function
UKismetMathLibrary::RandomIntegerInRange Engine

Returns a random integer in the inclusive range [Min, Max].

function
TArray::RangeCheck Core

Validates that an index is within the array bounds, triggering a checkf assertion on failure.

function
UWidget::SetRenderTransform UMG

Applies a 2D render transform (translation, rotation, scale, shear) to the widget.

function
TArray::Swap Core

Swaps two elements at the given indices after verifying both indices are in bounds.

function
TArray::SwapMemory Core

Swaps two elements by directly exchanging their raw memory bytes via the global Swap template.