RealDocs

45 results for "distance" in function

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
UCharacterMovementComponent::GetPathFollowingBrakingDistance Engine

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.

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
UKismetAnimationLibrary::K2_DistanceBetweenTwoSocketsAndMapRange AnimGraphRuntime

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.

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
UCharacterMovementComponent::ComputeFloorDist Engine

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.

function
UBlueprintSpringMathLibrary::ConvertHalfLifeToSmoothingTime Engine

Converts a spring's half life (time to close half the remaining distance to the target) into an equivalent smoothing time in seconds.

function
UBlueprintSpringMathLibrary::ConvertSmoothingTimeToHalfLife Engine

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.

function
UKismetMathLibrary::DynamicWeightedMovingAverage_FVector Engine

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.

function
UKismetMathLibrary::FInterpTo Engine

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.

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
UCharacterMovementComponent::GetPerchRadiusThreshold Engine

Returns the distance from the edge of the capsule within which the character is not allowed to perch on the edge of a surface.

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
UCharacterMovementComponent::IsWithinEdgeTolerance Engine

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.

function
UCharacterMovementComponent::K2_ComputeFloorDist Engine

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.

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.