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40 results for "geometry"

struct
FGeometry SlateCore

Represents the position, size, and absolute position of a Slate widget in the widget hierarchy.

property
FGeometry::AbsolutePosition SlateCore deprecated

Position of the geometry in absolute space, equivalent to the translation of the accumulated layout transform.

function
FGeometry::AbsoluteToLocal SlateCore

Transforms a point from absolute space into this widget's local space by inverting the accumulated render transform.

function
FGeometry::GetAbsolutePositionAtCoordinates SlateCore

Returns the absolute position of a point on the widget surface identified by normalized (0–1) local coordinates, accounting for the full accumulated render transform.

function
FGeometry::GetAbsoluteSize SlateCore

Returns the size of the geometry transformed into absolute space by applying the accumulated render transform to the local size vector.

function
FGeometry::GetLayoutBoundingRect SlateCore

Returns the axis-aligned bounding rectangle of this geometry in absolute space, computed using the accumulated layout transform (without render transforms).

function
FGeometry::GetRenderBoundingRect SlateCore

Returns the axis-aligned bounding rectangle of this geometry in absolute space computed using the full accumulated render transform, including any rotation or skew.

function
FGeometry::IsUnderLocation SlateCore

Returns true if the given absolute coordinate falls within the bounds of this geometry, correctly accounting for render transforms including rotation and skew.

function
FGeometry::LocalToAbsolute SlateCore

Transforms a point from this widget's local space into absolute (screen or window) space by applying the accumulated render transform.

property
FGeometry::Scale SlateCore deprecated

Scale in absolute space, equivalent to the scale component of the accumulated layout transform.

property
FGeometry::Size SlateCore deprecated

Size of the geometry in local space.

function
UWidget::GetCachedGeometry UMG

Returns the geometry from the last time this widget was ticked.

function
UWidget::GetPaintSpaceGeometry UMG

Returns the geometry from the last paint pass, which reflects the widget's rendered position and size.

function
UWidgetLayoutLibrary::GetPlayerScreenWidgetGeometry UMG

Returns the FGeometry of the player-screen widget container for a specific player.

function
UWidget::GetTickSpaceGeometry UMG

Returns the geometry used during the last Tick.

function
UWidgetLayoutLibrary::GetViewportWidgetGeometry UMG

Returns the FGeometry of the root viewport widget — the container that holds all widgets added via AddToViewport.

function
USlateBlueprintLibrary::AbsoluteToLocal UMG

Transforms a point from absolute Slate space into a widget's local space.

function
UWorld::ComponentSweepMulti Engine

Sweeps a component's actual collision geometry from Start to End and returns all hit results.

function
UWorld::ComponentSweepMultiByChannel Engine

Sweeps a component's actual collision geometry from Start to End on a specified collision channel and returns all hit results.

function
AActor::GetHLODRelevantComponents Engine

Returns the list of components from this actor that should contribute geometry to the actor's Hierarchical LOD proxy mesh during a HLOD build.

function
APawn::GetMoveGoalReachTest Engine

Part of the `INavAgentInterface`.

function
AActor::GetPlacementExtent Engine

Returns the bounding extent used when placing this actor in the editor, primarily to offset the actor from a hit surface so it doesn't clip into geometry.

function
AActor::HasHLODRelevantComponents Engine

Returns whether this actor contains any components that should be included when building its Hierarchical LOD proxy mesh.

function
AActor::IsComponentRelevantForNavigation Engine

Override to control whether a specific owned component contributes geometry to the navigation mesh.

function
AActor::IsHLODRelevant Engine

Returns whether this actor should contribute geometry to Hierarchical Level of Detail (HLOD) mesh generation.

function
UActorComponent::IsNavigationRelevant Engine

Override to indicate that this component actively contributes navigation data.

function
AActor::K2_TeleportTo Engine

Moves this actor to the specified location and rotation, attempting to avoid overlapping geometry by nudging slightly out of walls.

function
USlateBlueprintLibrary::LocalToAbsolute UMG

Transforms a point from a widget's local space into absolute Slate space using the widget's accumulated render transform.

function
ACharacter::MoveBlockedBy Engine

Called by CharacterMovementComponent when the character's movement is blocked by geometry.

function
UKismetMathLibrary::Quat_IsNormalized Engine

Returns true if the quaternion has unit length (magnitude ≈ 1).

function
UKismetMathLibrary::RandomUnitVector Engine

Returns a random unit vector (length 1) uniformly distributed over the surface of a sphere.

function
AActor::ReceivePointDamage Engine

Blueprint implementable event called on the server when this actor takes point damage from a hit-scan or projectile hit.

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
USlateBlueprintLibrary::ScreenToWidgetAbsolute UMG

Converts a screen-pixel position into absolute Slate application coordinates without knowing the target widget's geometry.

function
USlateBlueprintLibrary::ScreenToWidgetLocal UMG

Converts a screen-pixel position (as obtained from OS input or GetMousePosition) into the local space of the given widget's geometry.

function
AActor::TeleportTo Engine

Moves this actor to a destination location and rotation, attempting to push it clear of overlapping geometry if it does not fit exactly at the target point.

function
UGameplayStatics::TransformWorldToFirstPerson Engine

Transforms a world-space position into first-person view space, replicating the GPU-side morphing applied to first-person primitives.

class
USlateBlueprintLibrary UMG

Blueprint function library exposing Slate geometry and coordinate conversion utilities to Blueprints and C++.

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.

class
UStaticMeshComponent Engine

A component that renders a static mesh asset.