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50 results for "distance"

function
FVector::Distance Core

Returns the Euclidean distance between two vectors.

function
UKismetMathLibrary::Distance2D Engine

Returns the Euclidean distance between two 2D points.

function
UKismetMathLibrary::DistanceSquared2D Engine

Returns the squared Euclidean distance between two 2D points without computing a square root.

function
AActor::ActorGetDistanceToCollision Engine

Returns the distance from a world-space point to the nearest collision surface on this actor.

function
USplineComponent::GetDirectionAtDistanceAlongSpline Engine

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

function
AActor::GetDistanceTo Engine

Returns the world-space distance in centimetres between this actor's origin and OtherActor's origin.

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::GetHorizontalDistanceTo Engine

Returns the 2D (horizontal) distance between this actor and OtherActor, ignoring Z height.

function
USplineComponent::GetLocationAtDistanceAlongSpline Engine

Returns the world or local position at a given arc-length distance along the spline, interpolated smoothly between control points.

function
AActor::GetNetCullDistanceSquared Engine

Returns the squared net cull distance for this actor.

function
UKismetMathLibrary::GetPointDistanceToLine Engine

Returns the perpendicular distance from a point to an infinite line.

function
UKismetMathLibrary::GetPointDistanceToSegment Engine

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.

function
AActor::GetSquaredDistanceTo Engine

Returns the squared 3D distance between this actor and OtherActor.

function
AActor::GetSquaredHorizontalDistanceTo Engine

Returns the squared 2D (horizontal) distance between this actor and OtherActor, ignoring Z.

function
AActor::GetVerticalDistanceTo Engine

Returns the absolute vertical (Z-axis only) distance between this actor and OtherActor, ignoring XY.

function
UKismetMathLibrary::LinearColor_Distance Engine

Computes the Euclidean distance between two linear colors treated as 4D vectors (R, G, B, A).

function
UKismetMathLibrary::Quat_AngularDistance Engine

Returns the shortest angular distance in radians between two rotation quaternions.

function
AActor::SetNetCullDistanceSquared Engine

Sets the squared net cull distance for this actor.

function
UGameplayStatics::SetSoundClassDistanceScale Engine

Scales the attenuation distance of all sounds belonging to a given SoundClass, optionally interpolating over time.

function
UKismetMathLibrary::Vector_Distance Engine

Returns the Euclidean distance between two 3D points.

function
UKismetMathLibrary::Vector_Distance2D Engine

Returns the Euclidean distance between two points in the XY plane, ignoring the Z component.

function
UKismetMathLibrary::Vector_Distance2DSquared Engine

Returns the squared XY-plane distance between two 3D points without a square root.

function
UKismetMathLibrary::Vector_DistanceSquared Engine

Returns the squared Euclidean distance between two 3D points without computing a square root.

function
UGameplayStatics::ApplyRadialDamage Engine

Applies radial damage to all actors within DamageRadius of Origin, optionally with distance falloff and line-of-sight checks.

function
AActor::FillReplicationParams Engine

Called by the Iris replication system immediately before an actor begins replicating to allow custom replication parameters to be injected.

function
UGameplayStatics::FindNearestActor Engine

Returns the actor from ActorsToCheck whose GetActorLocation() is closest to Origin, and outputs the distance to it.

function
AActor::ForceNetRelevant Engine

Forces this actor to be considered net-relevant even if it would otherwise be culled by distance or dormancy rules.

function
UKismetMathLibrary::GetAbs2D Engine

Returns a copy of the 2D vector with the absolute value applied to each component.

function
USplineComponent::GetSplineLength Engine

Returns the total arc length of the spline in world units.

function
UBlackboardComponent::GetValueAsFloat AIModule

Returns the float value stored under the given blackboard key.

function
UKismetMathLibrary::Hypotenuse Engine

Returns the length of the hypotenuse of a right-angled triangle given its two legs (sqrt(Width^2 + Height^2)).

function
AActor::IsNetRelevantFor Engine

Determines whether this actor is network-relevant for a given client connection.

function
AActor::IsReplayRelevantFor Engine

Determines whether this actor should be recorded into a replay for a given viewer.

function
UWorld::LineTraceMultiByChannel Engine

Traces a ray from Start to End and returns all overlapping hits plus the first blocking hit.

function
UKismetMathLibrary::MakePlaneFromPointAndNormal Engine

Constructs an FPlane (Ax + By + Cz = D form) from a world-space point and a surface normal.

function
UKismetMathLibrary::Matrix_GetMaximumAxisScale Engine

Returns the largest magnitude among the three row vectors of the matrix, representing the maximum scale factor along any axis.

function
UAnimInstance::NeedsUpdate Engine

Returns whether this anim instance requires an update this frame.

function
UGameplayStatics::PlayWorldCameraShake Engine

Triggers a camera shake for all local players whose cameras are within OuterRadius of the Epicenter.

function
FMath::PointDistToLine Core

Returns the perpendicular distance from a point to an infinite line defined by an origin and a direction.

function
AActor::ReceiveRadialDamage Engine

Blueprint implementable event called on the server when this actor takes radial (AoE) damage.

function
USlateBlueprintLibrary::Scalar_AbsoluteToLocal UMG

Converts a scalar value from absolute space to local space by dividing by the geometry's accumulated layout scale.

function
FMath::SegmentDistToSegment Core

Finds the closest pair of points between two 3D line segments.

function
UGameplayStatics::SetGlobalListenerFocusParameters Engine

Sets global listener focus parameters that scale how the audio system distinguishes sounds in front of the listener ('focused') from those outside the focus cone ('non-focused').

function
AActor::SetLODParent Engine

Assigns an HLOD proxy component as the LOD parent for all of this actor's primitive components, hiding them when the proxy is shown at distance.

function
UBlackboardComponent::SetValueAsFloat AIModule

Writes a float value to a blackboard key, which can then be read by behavior tree tasks and decorators.

function
UKismetMathLibrary::Square Engine

Returns A * A.

class
USoundAttenuation Engine

A data asset wrapping FSoundAttenuationSettings that controls how a sound's volume, spatialization, air absorption, reverb send, and occlusion change with listener distance.

class
USpringArmComponent Engine

A component that maintains a fixed distance from its parent, retracting when obstructed by geometry and smoothly returning to its target length.

function
UKismetMathLibrary::VSize Engine

Returns the length (magnitude) of a 3D vector.

function
UKismetMathLibrary::VSize2DSquared Engine

Returns the squared Euclidean length of a 2D vector.