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29 results for "box" in function

function
UKismetMathLibrary::Box_ExpandBy Engine

Returns a new FBox grown (or shrunk) by independent amounts on the negative and positive sides of each axis.

function
UKismetMathLibrary::Box_GetClosestPointTo Engine

Calculates the point on the surface of (or inside) a bounding box that is nearest to a given world-space point.

function
UKismetMathLibrary::Box_Intersects Engine

Returns true if two axis-aligned bounding boxes overlap, including the case where they only share a boundary face or edge.

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
UKismetMathLibrary::Box_IsInsideOrOn Engine

Returns true when InnerTest is completely inside OuterTest, including cases where the inner box shares a face, edge, or corner with the outer boundary.

function
UKismetMathLibrary::Box_IsPointInside Engine

Tests whether a world-space point lies strictly inside an axis-aligned bounding box.

function
UKismetMathLibrary::Box_Overlap Engine

Returns the intersection (overlapping region) of two axis-aligned bounding boxes.

function
UKismetMathLibrary::BreakBoxSphereBounds Engine

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

function
AActor::CalculateComponentsBoundingBoxInLocalSpace Engine

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

function
AActor::GetComponentsBoundingBox Engine

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

function
FMath::LineExtentBoxIntersection Core

Performs a swept-box versus axis-aligned box intersection test and returns the hit location, normal, and parametric hit time.

function
UKismetMathLibrary::MakeBox Engine

Constructs an FBox from explicit Min and Max corners and sets IsValid to true.

function
UKismetMathLibrary::MakeBox2D Engine

Constructs a 2D axis-aligned bounding box from explicit Min and Max corners and sets IsValid to true.

function
UKismetMathLibrary::MakeBoxSphereBounds Engine

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

function
UKismetMathLibrary::MakeBoxWithOrigin Engine

Builds an axis-aligned bounding box from a center point and a half-extent vector.

function
UKismetMathLibrary::MakeOrientedBox Engine

Creates an FOrientedBox — a rotated bounding box defined by a center, a rotation, and a per-axis half-extent.

function
UKismetMathLibrary::RandomPointInBoundingBox Engine

Returns a uniformly random point inside an axis-aligned bounding box defined by a center and per-axis half-extents.

function
UKismetMathLibrary::RandomPointInBoundingBox_Box Engine

Returns a uniformly random point inside an FBox.

function
UKismetMathLibrary::Vector_BoundedToBox Engine

Clamps each component of InVect to [InBoxMin, InBoxMax] per axis, constraining the point to an arbitrary axis-aligned bounding box.

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
UKismetMathLibrary::GetMaxElement Engine

Returns the largest of the three component values (X, Y, or Z) of a vector.

function
UKismetMathLibrary::GetMinElement Engine

Returns the smallest of the three component values (X, Y, or Z) of a vector.

function
AActor::GetSimpleCollisionCylinderExtent Engine

Returns the simple collision cylinder as an FVector(Radius, Radius, HalfHeight), convenient for axis-aligned extent comparisons and box overlap approximations.

function
AActor::IsLevelBoundsRelevant Engine

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

function
APawn::OutsideWorldBounds Engine

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

function
UWorld::SweepSingleByChannel Engine

Sweeps a collision shape from Start to End and returns the first blocking hit.

function
UKismetMathLibrary::Vector_ComponentMax Engine

Returns a vector whose each component is the maximum of the corresponding components from A and B: (max(A.

function
UKismetMathLibrary::Vector_ComponentMin Engine

Returns a vector whose each component is the minimum of the corresponding components from A and B: (min(A.