36 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.
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.
Returns the world-space axis-aligned bounding box enclosing all registered components on this actor.
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 uniformly random point inside an FBox.
Clamps each component of InVect to [InBoxMin, InBoxMax] per axis, constraining the point to an arbitrary axis-aligned bounding box.
Computes the combined axis-aligned bounding box of an array of actors, returning the box centre and half-extents.
Computes an axis-aligned bounding box (AABB) for this actor and outputs it as a center origin and half-extents.
Returns the largest of the three component values (X, Y, or Z) of a vector.
Returns the smallest of the three component values (X, Y, or Z) of a vector.
Returns the simple collision cylinder as an FVector(Radius, Radius, HalfHeight), convenient for axis-aligned extent comparisons and box overlap approximations.
Returns whether this actor should be included when calculating the level's bounding box.
Called when the pawn moves outside the world's kill-Z or bounding box.
Sweeps a collision shape from Start to End and returns the first blocking hit.
Returns a vector whose each component is the maximum of the corresponding components from A and B: (max(A.
Returns a vector whose each component is the minimum of the corresponding components from A and B: (min(A.