50 results for "distance"
Returns the Euclidean distance between two vectors.
Returns the Euclidean distance between two 2D points.
Returns the squared Euclidean distance between two 2D points without computing a square root.
Returns the distance from a world-space point to the nearest collision surface on this actor.
Returns a unit direction vector tangent to the spline at the given arc-length distance.
Returns the world-space distance in centimetres between this actor's origin and OtherActor's origin.
Computes the dot-distance of a direction vector relative to a coordinate system, returning the cosine of azimuth and sine of elevation.
Returns the 2D (horizontal) distance between this actor and OtherActor, ignoring Z height.
Returns the world or local position at a given arc-length distance along the spline, interpolated smoothly between control points.
Returns the squared net cull distance for this actor.
Returns the distance before the path-following destination at which the path follower should start braking, so the character comes to a stop at the goal instead of overshooting it.
Returns the perpendicular distance from a point to an infinite line.
Returns the shortest distance from a point to a finite line segment, clamping to the nearest endpoint when the perpendicular projection falls outside the segment.
Returns the squared 3D distance between this actor and OtherActor.
Returns the squared 2D (horizontal) distance between this actor and OtherActor, ignoring Z.
Returns the absolute vertical (Z-axis only) distance between this actor and OtherActor, ignoring XY.
Computes the distance between two named sockets or bones on a skeletal mesh, optionally remapping the raw distance into a normalized output range for driving things like blend weights.
Computes the Euclidean distance between two linear colors treated as 4D vectors (R, G, B, A).
Position error threshold beyond which the server treats a client's drift as a large correction, triggering the tighter NetworkMinTimeBetweenClientAdjustmentsLargeCorrection throttle instead of the normal one.
Maximum distance a character is allowed to lag behind its true server location while smoothly interpolating toward network position updates.
Distance beyond which a character is teleported directly to its corrected server location instead of continuing to smoothly interpolate toward it.
Returns the shortest angular distance in radians between two rotation quaternions.
Sets the squared net cull distance for this actor.
Scales the attenuation distance of all sounds belonging to a given SoundClass, optionally interpolating over time.
Returns the Euclidean distance between two 3D points.
Returns the Euclidean distance between two points in the XY plane, ignoring the Z component.
Returns the squared XY-plane distance between two 3D points without a square root.
Returns the squared Euclidean distance between two 3D points without computing a square root.
Applies radial damage to all actors within DamageRadius of Origin, optionally with distance falloff and line-of-sight checks.
A reusable USoundAttenuation asset that defines distance-based volume falloff and spatialization for this component's sound.
Computes the swept distance from the bottom of the capsule to the first walkable point of impact and stores the result in OutFloorResult, ignoring whether the capsule's own collision is enabled.
Converts a spring's half life (time to close half the remaining distance to the target) into an equivalent smoothing time in seconds.
Converts a spring's smoothing time into its equivalent half life — how long it takes the value to close half the remaining distance to the target.
The signed distance the montage position moves during the current sub-step, exposed read-only via GetDeltaMove().
Like WeightedMovingAverage_FVector, but the blend weight scales with the distance between CurrentSample and PreviousSample, letting small positional jitter be smoothed heavily while large movements are tracked more responsively.
Smoothly interpolates a float value from Current toward Target at a rate proportional to the remaining distance, producing an exponential ease-out feel each tick.
Called by the Iris replication system immediately before an actor begins replicating to allow custom replication parameters to be injected.
Returns the actor from ActorsToCheck whose GetActorLocation() is closest to Origin, and outputs the distance to it.
Forces this actor to be considered net-relevant even if it would otherwise be culled by distance or dormancy rules.
Returns a copy of the 2D vector with the absolute value applied to each component.
Returns the distance from the edge of the capsule within which the character is not allowed to perch on the edge of a surface.
Returns the total arc length of the spline in world units.
Returns the float value stored under the given blackboard key.
Returns the length of the hypotenuse of a right-angled triangle given its two legs (sqrt(Width^2 + Height^2)).
Determines whether this actor is network-relevant for a given client connection.
Determines whether this actor should be recorded into a replay for a given viewer.
Returns true if the 2D distance from CapsuleLocation to TestImpactPoint is within the capsule radius minus a small rejection threshold, used to reject hits too close to the capsule's edge.
Measures the distance from the base of the capsule at CapsuleLocation down to the floor, using a line trace and/or capsule sweep, and writes the result into FloorResult.
Traces a ray from Start to End and returns all overlapping hits plus the first blocking hit.
Constructs an FPlane (Ax + By + Cz = D form) from a world-space point and a surface normal.