50 results for "box"
A widget that toggles between Unchecked, Checked, and Undetermined states.
A dropdown widget that displays a list of string options for the user to select one.
A single-line text input widget.
A layout panel that stacks child widgets left-to-right.
A scrollable container that stacks child widgets vertically (or horizontally) with an optional scrollbar.
A single-child wrapper that overrides or constrains the desired size reported by its child widget.
A layout panel that automatically stacks child widgets top-to-bottom.
Finds every actor whose collision overlaps the given axis-aligned box.
Finds every actor whose collision overlaps the given box at an arbitrary world-space orientation.
Finds every primitive component whose collision overlaps the given axis-aligned box.
Finds every primitive component whose collision overlaps the given box at an arbitrary world-space orientation.
Sweeps an oriented box from Start to End against the given Trace Channel and returns every hit encountered, including overlaps before the first blocking hit.
Sweeps an oriented box from Start to End against the world using a named Collision Profile and returns all overlapping hits plus the first blocking hit.
Sweeps an oriented box from Start to End and returns every hit against components whose collision responds to one of the given Object Types.
Sweeps an oriented box from Start to End against the given Trace Channel and returns the first blocking hit encountered.
Sweeps an oriented box from Start to End against the world using a named Collision Profile and returns the first blocking hit.
Sweeps an oriented box from Start to End and returns the first hit against a component whose collision responds to one of the given Object Types.
Returns a new FBox grown (or shrunk) by independent amounts on the negative and positive sides of each axis.
Calculates the point on the surface of (or inside) a bounding box that is nearest to a given world-space point.
Returns true if two axis-aligned bounding boxes overlap, including the case where they only share a boundary face or edge.
Returns true only when InnerTest is completely contained within OuterTest, with no part touching or crossing the outer boundary.
Returns true when InnerTest is completely inside OuterTest, including cases where the inner box shares a face, edge, or corner with the outer boundary.
Tests whether a world-space point lies strictly inside an axis-aligned bounding box.
Returns the intersection (overlapping region) of two axis-aligned bounding boxes.
Decomposes an FBoxSphereBounds into its origin, box half-extent, and sphere radius components.
Calculates the actor-local-space bounding box of all components by recalculating component local bounds each time.
Converts an FBox to a string showing its computed Center and Extent values rather than raw Min/Max corners.
Converts an FBox to a string using FBox's default ToString formatting, printing its Min and Max corner vectors.
Rewrites a path inside Saved/Sandboxes/InSandboxName back into its equivalent normal engine or project path.
Rewrites a normal engine or project path into the equivalent path inside Saved/Sandboxes/InSandboxName, used to isolate cooked or intermediate output per platform or configuration.
Draws a wireframe box for debugging, matching the way box collision or trace shapes are described by center, extent, and rotation.
Returns the midpoint of an axis-aligned box, computed as the average of its Min and Max corners.
Returns the full width, depth, and height of an axis-aligned box as a vector (Max - Min on each axis).
Returns the volume of an axis-aligned box, computed as the product of its extents along each axis.
Returns the world-space axis-aligned bounding box enclosing all registered components on this actor.
Determines whether a point lies inside an axis-aligned box, defined by its center and half-extents.
Determines whether a world-space point lies inside a box that can be rotated, by transforming the point into the box's local space before testing.
Determines whether a world-space point lies inside a rotated box defined by an FBox in local space.
Determines whether a point lies inside an axis-aligned FBox, including points exactly on the box surface.
Performs a swept-box versus axis-aligned box intersection test and returns the hit location, normal, and parametric hit time.
Constructs an FBox from explicit Min and Max corners and sets IsValid to true.
Constructs a 2D axis-aligned bounding box from explicit Min and Max corners and sets IsValid to true.
Constructs an FBoxSphereBounds from explicit origin, box half-extent, and sphere radius values.
Builds an axis-aligned bounding box from a center point and a half-extent vector.
Creates an FOrientedBox — a rotated bounding box defined by a center, a rotation, and a per-axis half-extent.
Returns a uniformly random point inside an axis-aligned bounding box defined by a center and per-axis half-extents.
Returns a random point inside an axis-aligned box, drawn from a specific FRandomStream so the point can be reproduced given the same seed.
Returns a random point inside the given FBox, drawn from a specific FRandomStream so the point can be reproduced given the same seed.
Returns a uniformly random point inside an FBox.
Returns the directory the engine stores sandbox output in, used by tools like cooking and staging to isolate their output trees.