50 results for "direction"
Computes the angle in degrees (–180 to 180) between a velocity vector and a base rotation, projected onto the horizontal plane.
Returns the signed angle in degrees between Velocity and the forward vector of BaseRotation, in the range [-180, 180].
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.
Returns a unit direction vector tangent to the spline at the given arc-length distance.
Returns the unit direction vector pointing from one world position to another.
Returns the current world-space gravity direction vector for this character.
Returns the current gravity direction vector for this pawn.
Returns the current normalized gravity direction used by the movement simulation.
Returns the custom gravity direction replicated to simulated proxies.
Transforms a direction vector by the inverse of the supplied transform without changing its length.
Returns the normalized world-space direction vector from one named socket/bone to another on a skeletal mesh.
Returns the directional UI navigation value corresponding to an analog input event, such as a gamepad stick pushed past the navigation threshold.
Returns the directional UI navigation value (Up, Down, Left, Right, Next, Previous, or Invalid) corresponding to the key in this key event.
Preferred edge direction the triangulator uses when it has to make an arbitrary choice while splitting rectangular grid cells.
Sets a custom local gravity direction for movement simulation, recomputing the cached world/gravity-space transforms used to orient the character.
Decomposes a 2D vector into its unit direction and scalar length in a single call.
Rotates a direction vector by the transform's rotation without applying translation or scale, preserving its length.
Spherically interpolates the orientation of a vector toward a target direction, preserving the original vector's magnitude.
Controls whether the border's background image is horizontally flipped when the active culture's localization flow direction is right-to-left.
Moves the actor by a delta offset expressed in the actor's local space.
Accumulates a world-space movement direction into the pawn's input vector.
Adds two vectors component-wise, returning a new FVector.
Deals point damage to a specific actor, including directional hit information.
Returns the inverse tangent (arc tangent) of A in radians, in the range (-π/2, π/2).
Returns a copy of a vector with its magnitude (length) clamped between Min and Max, preserving direction.
Clears the focus actor and focal point for the specified priority slot.
Broadcasts a single double to all three components of an FVector, producing (InDouble, InDouble, InDouble).
Converts a rotator to its forward direction unit vector (X axis).
Converts a FVector4 direction into a FQuat orientation that points in that direction with no roll.
Converts a Vector4 to an FRotator representing the direction the XYZ components point.
Returns the FQuat orientation corresponding to the direction the vector points, with zero roll.
Converts Yaw and Pitch angles in degrees into a directional vector, optionally scaled to a given length.
Returns the cross product of two 3D vectors, producing a vector perpendicular to both A and B.
Converts a UV coordinate in a SceneCapture2D render target into a world-space position and ray direction.
Converts a 2D screen-space pixel coordinate into a world-space position and direction ray.
Computes the dot product of two vectors: `A.
Returns the dot product of two 2D vectors.
Returns the dot product of two 3D vectors (A.
Draws a directional arrow from LineStart to LineEnd, useful for visualizing forward vectors, velocities, or traces.
A 3D vector with double-precision (UE 5.
Returns the closest point on an infinite line to a query point.
Returns the world-space location and rotation representing this actor's eye position and view direction.
Decomposes a world-space direction vector into Azimuth and Elevation angles expressed relative to a given reference frame.
Clamps each axis of a blend input to its configured range, wrapping instead of clamping for any axis marked as wrapping (e.
Returns the rotation of this pawn's controller, which typically represents the player's look direction or the AI's facing direction.
Computes the dot-distance of a direction vector relative to a coordinate system, returning the cosine of azimuth and sine of elevation.
Returns the dot product between this actor's forward vector and the normalized direction to OtherActor.
Returns the world-space unit vector pointing in the forward (X+) direction for the given rotation.
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.
Returns a quaternion that transforms from world space into gravity-relative space, where the negative Z axis aligns with the gravity direction.