50 results for "math"
The primary math utility struct in Unreal Engine, providing static functions for arithmetic, interpolation, trigonometry, random number generation, and geometric operations.
Blueprint function library providing a comprehensive set of math utilities: boolean logic, byte/int/float arithmetic, vector and rotator operations, interpolation, random number generation, and matrix math.
Returns the absolute (non-negative) value of A.
Returns the absolute (positive) value of A.
Returns the absolute (non-negative) value of A.
Returns the absolute (non-negative) value of A.
Returns the inverse cosine (arc cosine) of A in radians.
Adds two byte values and returns the sum.
Adds two FDateTime values by summing their raw tick counts and returns the result as a new FDateTime.
Adds a timespan duration to a date-time value, returning a new FDateTime shifted forward by that amount.
Returns the sum of two doubles (A + B).
Adds two 64-bit integers (A + B).
Adds two integers and returns the sum.
Adds a scalar integer B to both the X and Y components of IntPoint A, returning a new FIntPoint.
Returns a new FIntPoint whose X and Y are the component-wise sums of A and B.
Adds two linear colors channel-by-channel (R+R, G+G, B+B, A+A).
Adds two 4x4 matrices element-wise (A + B).
Adds two quaternions component-wise (A + B).
Returns A + B as a new FTimespan.
Adds a scalar float to both components of a 2D vector, returning (A.
Returns the component-wise sum of two 2D vectors (A + B).
Returns the component-wise sum of two FVector4 values (A + B).
Adds a scalar float value to each component of a vector, returning {A.
Adds an integer to every component of a vector.
Adds two vectors component-wise, returning a new FVector.
Performs a bitwise AND on A and B and returns the result.
Bitwise AND of two integers (A & B).
Applies a 3D scale delta to a single float in-place, intended for editor gizmo interactions where dragging a uniform scale handle should affect scalar properties.
Returns the inverse sine (arcsine) of A in radians.
Returns the inverse tangent (arc tangent) of A in radians, in the range (-π/2, π/2).
Returns the angle in radians between the positive X axis and the point (X, Y), in the range [-π, π].
Returns the full-circle arc tangent of Y/X in radians, correctly handling all four quadrants.
Computes the arithmetic mean of an integer array as a float.
Returns the larger of two byte values.
Returns the smaller of two byte values.
Returns true only when both A and B are true (logical AND).
Returns false only when both A and B are true; returns true in all other cases (logical NOT AND).
Returns true only when both A and B are false (logical NOT OR).
Returns true if at least one of A or B is true (logical OR).
Returns true only when exactly one of A or B is true (exclusive OR).
Returns a new FBox grown (or shrunk) by independent amounts on the negative and positive sides of each axis.
Calculates the point on the surface of (or inside) a bounding box that is nearest to a given world-space point.
Returns true if two axis-aligned bounding boxes overlap, including the case where they only share a boundary face or edge.
Returns true only when InnerTest is completely contained within OuterTest, with no part touching or crossing the outer boundary.
Returns true when InnerTest is completely inside OuterTest, including cases where the inner box shares a face, edge, or corner with the outer boundary.
Tests whether a world-space point lies strictly inside an axis-aligned bounding box.
Returns the intersection (overlapping region) of two axis-aligned bounding boxes.
Decomposes an FBoxSphereBounds into its origin, box half-extent, and sphere radius components.
Decomposes an FLinearColor into its individual R, G, B, and A float components.
Decomposes an FDateTime into its year, month, day, hour, minute, second, and millisecond components.