50 results for "normal"
Returns a unit-length copy of the vector, or (0,0,0) if the squared length is below Tolerance.
Returns a unit-length copy of the 2D vector without any safety check.
Returns a unit-length copy of the 2D vector, or (0,0) if the vector is too small to normalize safely.
Normalizes a 2D vector in place.
Clamps an angle to the range [-180, 180] by wrapping.
Normalizes all '/' and '\' to '/' and strips a trailing slash, unless the character before it is itself a slash or a colon.
Converts all forward and backward slashes in a path to a single consistent forward-slash form, useful before comparing or hashing paths.
Converts every '/' and '\' character in the path to '/', producing Unreal's canonical slash convention.
Normalizes a package path for use in the Asset Manager, removing duplicate slashes and adding or stripping a final trailing slash as requested.
Returns Value expressed as a 0-to-1 fraction within [RangeMin, RangeMax].
Returns the normalized difference (A - B) with each component clamped to [-180, 180].
Splits an FVector_NetQuantizeNormal into its X, Y, and Z double components.
Returns a normalized copy of a package path, removing duplicate slashes and adding or stripping a final trailing slash as requested.
Returns a normalised copy of the vector, or ResultIfZero if the vector is too short to safely normalise.
Finds the point where a line segment crosses a plane, with the plane specified as an origin point and normal instead of an FPlane.
Constructs an FPlane (Ax + By + Cz = D form) from a world-space point and a surface normal.
Builds an FVector_NetQuantizeNormal from three components, a quantized type optimized for unit-length vectors such as normals and directions in the [-1, 1] range.
Reflects (mirrors) a vector across a surface normal.
Generates the shortest quaternion rotation between two unit-length vectors.
Returns true if the quaternion has unit length (magnitude ≈ 1).
Normalizes the quaternion in-place so its magnitude equals 1.
Returns a normalized copy of the quaternion without modifying the original.
Returns true if the XYZ components form a unit-length vector, ignoring W.
Returns a safe normalized copy of the vector's XYZ components with W set to 0.
Normalizes the XYZ components without any zero-length check.
Normalizes the XYZ components of the vector in-place, setting W to 0.
Returns true if the vector is normalized (unit length).
Normalizes only the X and Y components of the vector, setting Z to zero.
Returns a unit-length copy of the vector without checking for zero length.
Normalizes a vector in place.
Projects V onto InNormal, returning the component of V that lies along InNormal.
Performs a spherical linear interpolation (slerp) between two normalized direction vectors, tracing the shortest arc on the unit sphere from NormalA to NormalB.
Friction coefficient used specifically for braking (stopping), separate from the friction used during normal movement.
Decomposes a rotator into its Roll, Pitch, and Yaw components in degrees.
Clamps an angle to the nearest boundary of a specified angular range, with the result normalized to -180.
Reliable Client RPC called from the server to force the character into walk movement mode as part of the cheat system.
Rewrites a path inside Saved/Sandboxes/InSandboxName back into its equivalent normal engine or project path.
Rewrites a normal engine or project path into the equivalent path inside Saved/Sandboxes/InSandboxName, used to isolate cooked or intermediate output per platform or configuration.
Returns the cross product of two vectors.
Cached information about the floor the character is currently standing on — walkability, impact normal, and hit result — updated only during Walking movement.
Divides both components of a 2D vector by a scalar, returning (A.
Performs element-wise division of two 2D vectors, returning {A.
Divides all components of a vector by a scalar float.
Computes the dot product of two vectors: `A.
Looks up a localized FText entry directly from the live (runtime) localization table by namespace and key, bypassing the normal LOCTEXT macro caching.
Immediately sends any pending client moves to the server rather than waiting for the normal send interval, forcing an out-of-band network update.
Forces the server to send the next available client a movement correction by resetting ServerLastClientAdjustmentTime, bypassing the normal minimum-interval throttling between adjustments.
Forces this actor to be considered dirty for replication and sent to clients on the next network tick, bypassing its normal NetUpdateFrequency schedule.
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 a new FDateTime containing only the date portion of A, with the time-of-day set to midnight (00:00:00.