49 results for "matrix"
Returns a new matrix with the given uniform scale multiplied into the rotation rows, scaling the transform uniformly on all axes.
Returns a new matrix with the given translation vector added to the matrix's existing translation.
Returns true if any of the 16 float elements of the matrix is NaN.
Returns the specified column of the matrix as an FVector (ignoring the 4th/W row element).
Computes the determinant of the full 4x4 matrix.
Extracts the bottom clipping plane from a view-projection matrix.
Extracts the far clipping plane from a view-projection matrix.
Extracts the left clipping plane from a view-projection matrix.
Extracts the near clipping plane from a view-projection matrix.
Extracts the right clipping plane from a view-projection matrix.
Extracts the top clipping plane from a view-projection matrix.
Returns the inverse of the matrix.
Returns a copy of the matrix with scale removed — each row is normalised to unit length.
Returns the largest magnitude among the three row vectors of the matrix, representing the maximum scale factor along any axis.
Returns the translation component (origin) of the coordinate system represented by the matrix.
Returns the determinant of the upper-left 3x3 rotation submatrix.
Extracts and returns the rotation of the matrix as an FRotator (Pitch/Yaw/Roll in degrees).
Returns the per-axis scale encoded in the matrix by computing the magnitude of each of the three row vectors.
Retrieves all three scaled axis vectors (rows 0, 1, 2) of the matrix in a single call.
Returns the requested row vector of the matrix, which carries both the direction and scale of that axis.
Returns the transpose adjoint (cofactor matrix transposed) of the given matrix.
Returns the transpose of the matrix (rows and columns swapped).
Retrieves all three unit-length axis direction vectors of the matrix in a single call.
Returns the requested row vector of the matrix, normalised to unit length.
Returns the 4x4 identity matrix: 1s on the main diagonal and 0s everywhere else.
Transforms a position vector by the inverse of the matrix, correctly handling scale.
Transforms a direction vector by the inverse of the matrix without applying translation.
Mirrors a transform matrix across a given axis and flips one local axis to maintain correct handedness.
Normalises each row of the matrix in-place so that the magnitude of each row vector is 1, effectively stripping non-uniform scale while preserving rotation and translation.
Returns a copy of the matrix with its translation component zeroed out, leaving only the rotation and scale.
Returns a new matrix whose translation column is component-wise multiplied by Scale3D.
Overwrites one of the three rotation-row vectors of the matrix in-place.
Writes an FVector into the specified column of the matrix in-place.
Sets the translation component of the matrix to the supplied vector, replacing any existing translation.
Converts the rotation part of the matrix to a quaternion.
Transforms a 3D position vector by the matrix, including the translation component.
Transforms a direction vector by the matrix without applying the translation component.
Transforms a homogeneous FVector4 by the full 4x4 matrix.
Adds two 4x4 matrices element-wise (A + B).
Extracts the rotation component from an FMatrix as an FRotator (Pitch/Yaw/Roll in degrees).
Converts an FMatrix to an FTransform, decomposing it into translation, rotation, and scale.
Returns true if two matrices are equal within the given per-element tolerance.
Computes the View, Projection, and combined ViewProjection matrices for a given FMinimalViewInfo.
Multiplies every element of a matrix by a scalar value.
Multiplies two 4x4 matrices together (A * B).
Returns true if any element of matrix A differs from the corresponding element of B by more than the given tolerance.
Multiplies a FVector4 by an FMatrix (Matrix * Vec4) and returns the resulting FVector4.
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.
Recalculates the component-to-world transform matrix.