40 results for "geometry"
Represents the position, size, and absolute position of a Slate widget in the widget hierarchy.
Position of the geometry in absolute space, equivalent to the translation of the accumulated layout transform.
Transforms a point from absolute space into this widget's local space by inverting the accumulated render transform.
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.
Returns the size of the geometry transformed into absolute space by applying the accumulated render transform to the local size vector.
Returns the axis-aligned bounding rectangle of this geometry in absolute space, computed using the accumulated layout transform (without render transforms).
Returns the axis-aligned bounding rectangle of this geometry in absolute space computed using the full accumulated render transform, including any rotation or skew.
Returns true if the given absolute coordinate falls within the bounds of this geometry, correctly accounting for render transforms including rotation and skew.
Transforms a point from this widget's local space into absolute (screen or window) space by applying the accumulated render transform.
Scale in absolute space, equivalent to the scale component of the accumulated layout transform.
Size of the geometry in local space.
Returns the geometry from the last time this widget was ticked.
Returns the geometry from the last paint pass, which reflects the widget's rendered position and size.
Returns the FGeometry of the player-screen widget container for a specific player.
Returns the geometry used during the last Tick.
Returns the FGeometry of the root viewport widget — the container that holds all widgets added via AddToViewport.
Transforms a point from absolute Slate space into a widget's local space.
Sweeps a component's actual collision geometry from Start to End and returns all hit results.
Sweeps a component's actual collision geometry from Start to End on a specified collision channel and returns all hit results.
Returns the list of components from this actor that should contribute geometry to the actor's Hierarchical LOD proxy mesh during a HLOD build.
Part of the `INavAgentInterface`.
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.
Returns whether this actor contains any components that should be included when building its Hierarchical LOD proxy mesh.
Override to control whether a specific owned component contributes geometry to the navigation mesh.
Returns whether this actor should contribute geometry to Hierarchical Level of Detail (HLOD) mesh generation.
Override to indicate that this component actively contributes navigation data.
Moves this actor to the specified location and rotation, attempting to avoid overlapping geometry by nudging slightly out of walls.
Transforms a point from a widget's local space into absolute Slate space using the widget's accumulated render transform.
Called by CharacterMovementComponent when the character's movement is blocked by geometry.
Returns true if the quaternion has unit length (magnitude ≈ 1).
Returns a random unit vector (length 1) uniformly distributed over the surface of a sphere.
Blueprint implementable event called on the server when this actor takes point damage from a hit-scan or projectile hit.
Converts a scalar value from absolute space to local space by dividing by the geometry's accumulated layout scale.
Converts a screen-pixel position into absolute Slate application coordinates without knowing the target widget's geometry.
Converts a screen-pixel position (as obtained from OS input or GetMousePosition) into the local space of the given widget's geometry.
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.
Transforms a world-space position into first-person view space, replicating the GPU-side morphing applied to first-person primitives.
Blueprint function library exposing Slate geometry and coordinate conversion utilities to Blueprints and C++.
A component that maintains a fixed distance from its parent, retracting when obstructed by geometry and smoothly returning to its target length.
A component that renders a static mesh asset.