RealDocs

50 results for "direction"

function
UAnimInstance::CalculateDirection Engine

Computes the angle in degrees (–180 to 180) between a velocity vector and a base rotation, projected onto the horizontal plane.

function
UKismetAnimationLibrary::CalculateDirection AnimGraphRuntime

Returns the signed angle in degrees between Velocity and the forward vector of BaseRotation, in the range [-180, 180].

function
UCharacterMovementComponent::CheckLedgeDirection Engine

Tests whether stepping sideways by SideStep from OldLocation lands on a walkable floor, used to decide whether the character can slide along a ledge instead of falling off it.

function
USplineComponent::GetDirectionAtDistanceAlongSpline Engine

Returns a unit direction vector tangent to the spline at the given arc-length distance.

function
UKismetMathLibrary::GetDirectionUnitVector Engine

Returns the unit direction vector pointing from one world position to another.

function
ACharacter::GetGravityDirection Engine

Returns the current world-space gravity direction vector for this character.

function
APawn::GetGravityDirection Engine

Returns the current gravity direction vector for this pawn.

function
UCharacterMovementComponent::GetGravityDirection Engine

Returns the current normalized gravity direction used by the movement simulation.

function
ACharacter::GetReplicatedGravityDirection Engine

Returns the custom gravity direction replicated to simulated proxies.

function
UKismetMathLibrary::InverseTransformDirection Engine

Transforms a direction vector by the inverse of the supplied transform without changing its length.

function
UKismetAnimationLibrary::K2_DirectionBetweenSockets AnimGraphRuntime

Returns the normalized world-space direction vector from one named socket/bone to another on a skeletal mesh.

function
UKismetInputLibrary::Key_GetNavigationDirectionFromAnalog Engine

Returns the directional UI navigation value corresponding to an analog input event, such as a gamepad stick pushed past the navigation threshold.

function
UKismetInputLibrary::Key_GetNavigationDirectionFromKey Engine

Returns the directional UI navigation value (Up, Down, Left, Right, Next, Previous, or Invalid) corresponding to the key in this key event.

property
UBlendSpace::PreferredTriangulationDirection Engine

Preferred edge direction the triangulator uses when it has to make an arbitrary choice while splitting rectangular grid cells.

function
UCharacterMovementComponent::SetGravityDirection Engine

Sets a custom local gravity direction for movement simulation, recomputing the cached world/gravity-space transforms used to orient the character.

function
UKismetMathLibrary::ToDirectionAndLength2D Engine

Decomposes a 2D vector into its unit direction and scalar length in a single call.

function
UKismetMathLibrary::TransformDirection Engine

Rotates a direction vector by the transform's rotation without applying translation or scale, preserving its length.

function
UKismetMathLibrary::Vector_SlerpVectorToDirection Engine

Spherically interpolates the orientation of a vector toward a target direction, preserving the original vector's magnitude.

property
UBorder::bFlipForRightToLeftFlowDirection UMG

Controls whether the border's background image is horizontally flipped when the active culture's localization flow direction is right-to-left.

function
AActor::AddActorLocalOffset Engine

Moves the actor by a delta offset expressed in the actor's local space.

function
APawn::AddMovementInput Engine

Accumulates a world-space movement direction into the pawn's input vector.

function
UKismetMathLibrary::Add_VectorVector Engine

Adds two vectors component-wise, returning a new FVector.

function
UGameplayStatics::ApplyPointDamage Engine

Deals point damage to a specific actor, including directional hit information.

function
UKismetMathLibrary::Atan Engine

Returns the inverse tangent (arc tangent) of A in radians, in the range (-π/2, π/2).

function
UKismetMathLibrary::ClampVectorSize Engine

Returns a copy of a vector with its magnitude (length) clamped between Min and Max, preserving direction.

function
AAIController::ClearFocus AIModule

Clears the focus actor and focal point for the specified priority slot.

function
UKismetMathLibrary::Conv_DoubleToVector Engine

Broadcasts a single double to all three components of an FVector, producing (InDouble, InDouble, InDouble).

function
UKismetMathLibrary::Conv_RotatorToVector Engine

Converts a rotator to its forward direction unit vector (X axis).

function
UKismetMathLibrary::Conv_Vector4ToQuaternion Engine

Converts a FVector4 direction into a FQuat orientation that points in that direction with no roll.

function
UKismetMathLibrary::Conv_Vector4ToRotator Engine

Converts a Vector4 to an FRotator representing the direction the XYZ components point.

function
UKismetMathLibrary::Conv_VectorToQuaternion Engine

Returns the FQuat orientation corresponding to the direction the vector points, with zero roll.

function
UKismetMathLibrary::CreateVectorFromYawPitch Engine

Converts Yaw and Pitch angles in degrees into a directional vector, optionally scaled to a given length.

function
UKismetMathLibrary::Cross_VectorVector Engine

Returns the cross product of two 3D vectors, producing a vector perpendicular to both A and B.

function
UGameplayStatics::DeprojectSceneCaptureToWorld Engine

Converts a UV coordinate in a SceneCapture2D render target into a world-space position and ray direction.

function
UGameplayStatics::DeprojectScreenToWorld Engine

Converts a 2D screen-space pixel coordinate into a world-space position and direction ray.

function
FVector::DotProduct Core

Computes the dot product of two vectors: `A.

function
UKismetMathLibrary::DotProduct2D Engine

Returns the dot product of two 2D vectors.

function
UKismetMathLibrary::Dot_VectorVector Engine

Returns the dot product of two 3D vectors (A.

function
UKismetSystemLibrary::DrawDebugArrow Engine

Draws a directional arrow from LineStart to LineEnd, useful for visualizing forward vectors, velocities, or traces.

struct
FVector Core

A 3D vector with double-precision (UE 5.

function
UKismetMathLibrary::FindClosestPointOnLine Engine

Returns the closest point on an infinite line to a query point.

function
AActor::GetActorEyesViewPoint Engine

Returns the world-space location and rotation representing this actor's eye position and view direction.

function
UKismetMathLibrary::GetAzimuthAndElevation Engine

Decomposes a world-space direction vector into Azimuth and Elevation angles expressed relative to a given reference frame.

function
UBlendSpace::GetClampedAndWrappedBlendInput Engine

Clamps each axis of a blend input to its configured range, wrapping instead of clamping for any axis marked as wrapping (e.

function
APawn::GetControlRotation Engine

Returns the rotation of this pawn's controller, which typically represents the player's look direction or the AI's facing direction.

function
FMath::GetDotDistance Core

Computes the dot-distance of a direction vector relative to a coordinate system, returning the cosine of azimuth and sine of elevation.

function
AActor::GetDotProductTo Engine

Returns the dot product between this actor's forward vector and the normalized direction to OtherActor.

function
UKismetMathLibrary::GetForwardVector Engine

Returns the world-space unit vector pointing in the forward (X+) direction for the given rotation.

function
ACharacter::GetGravityTransform Engine

Returns a quaternion that rotates from world space into gravity-relative space, allowing movement and orientation calculations to be performed relative to the current gravity direction.

function
APawn::GetGravityTransform Engine

Returns a quaternion that transforms from world space into gravity-relative space, where the negative Z axis aligns with the gravity direction.