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50 results for "normal"

function
UKismetMathLibrary::Normal Engine

Returns a unit-length copy of the vector, or (0,0,0) if the squared length is below Tolerance.

function
UKismetMathLibrary::Normal2D Engine

Returns a unit-length copy of the 2D vector without any safety check.

function
UKismetMathLibrary::NormalSafe2D Engine

Returns a unit-length copy of the 2D vector, or (0,0) if the vector is too small to normalize safely.

function
UKismetMathLibrary::Normalize2D Engine

Normalizes a 2D vector in place.

function
UKismetMathLibrary::NormalizeAxis Engine

Clamps an angle to the range [-180, 180] by wrapping.

function
UKismetMathLibrary::NormalizeToRange Engine

Returns Value expressed as a 0-to-1 fraction within [RangeMin, RangeMax].

function
UKismetMathLibrary::NormalizedDeltaRotator Engine

Returns the normalized difference (A - B) with each component clamped to [-180, 180].

function
FVector::GetSafeNormal Core

Returns a normalised copy of the vector, or ResultIfZero if the vector is too short to safely normalise.

function
UKismetMathLibrary::MakePlaneFromPointAndNormal Engine

Constructs an FPlane (Ax + By + Cz = D form) from a world-space point and a surface normal.

function
UKismetMathLibrary::MirrorVectorByNormal Engine

Reflects (mirrors) a vector across a surface normal.

function
UKismetMathLibrary::Quat_FindBetweenNormals Engine

Generates the shortest quaternion rotation between two unit-length vectors.

function
UKismetMathLibrary::Quat_IsNormalized Engine

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

function
UKismetMathLibrary::Quat_Normalize Engine

Normalizes the quaternion in-place so its magnitude equals 1.

function
UKismetMathLibrary::Quat_Normalized Engine

Returns a normalized copy of the quaternion without modifying the original.

function
UKismetMathLibrary::Vector4_IsNormal3 Engine

Returns true if the XYZ components form a unit-length vector, ignoring W.

function
UKismetMathLibrary::Vector4_Normal3 Engine

Returns a safe normalized copy of the vector's XYZ components with W set to 0.

function
UKismetMathLibrary::Vector4_NormalUnsafe3 Engine

Normalizes the XYZ components without any zero-length check.

function
UKismetMathLibrary::Vector4_Normalize3 Engine

Normalizes the XYZ components of the vector in-place, setting W to 0.

function
UKismetMathLibrary::Vector_IsNormal Engine

Returns true if the vector is normalized (unit length).

function
UKismetMathLibrary::Vector_Normal2D Engine

Normalizes only the X and Y components of the vector, setting Z to zero.

function
UKismetMathLibrary::Vector_NormalUnsafe Engine

Returns a unit-length copy of the vector without checking for zero length.

function
UKismetMathLibrary::Vector_Normalize Engine

Normalizes a vector in place.

function
UKismetMathLibrary::Vector_ProjectOnToNormal Engine

Projects V onto InNormal, returning the component of V that lies along InNormal.

function
UKismetMathLibrary::Vector_SlerpNormals Engine

Performs a spherical linear interpolation (slerp) between two normalized direction vectors, tracing the shortest arc on the unit sphere from NormalA to NormalB.

function
UKismetMathLibrary::BreakRotator Engine

Decomposes a rotator into its Roll, Pitch, and Yaw components in degrees.

function
UKismetMathLibrary::ClampAngle Engine

Clamps an angle to the nearest boundary of a specified angular range, with the result normalized to -180.

function
ACharacter::ClientCheatWalk Engine

Reliable Client RPC called from the server to force the character into walk movement mode as part of the cheat system.

function
FVector::CrossProduct Core

Returns the cross product of two vectors.

function
UKismetMathLibrary::Divide_Vector2DFloat Engine

Divides both components of a 2D vector by a scalar, returning (A.

function
UKismetMathLibrary::Divide_Vector2DVector2D Engine

Performs element-wise division of two 2D vectors, returning {A.

function
UKismetMathLibrary::Divide_VectorFloat Engine

Divides all components of a vector by a scalar float.

function
FVector::DotProduct Core

Computes the dot product of two vectors: `A.

function
FText::FindTextInLiveTable_Advanced Core

Looks up a localized FText entry directly from the live (runtime) localization table by namespace and key, bypassing the normal LOCTEXT macro caching.

function
AActor::ForceNetUpdate Engine

Forces this actor to be considered dirty for replication and sent to clients on the next network tick, bypassing its normal NetUpdateFrequency schedule.

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
UKismetMathLibrary::GetDate Engine

Returns a new FDateTime containing only the date portion of A, with the time-of-day set to midnight (00:00:00.

function
AActor::GetDotProductTo Engine

Returns the dot product between this actor's forward vector and the normalized direction to OtherActor.

function
UAbilitySystemComponent::GetGameplayTaskAvatar GameplayAbilities

Returns the avatar actor to use for the given gameplay task, implementing the IGameplayTaskOwnerInterface contract.

function
UGameplayStatics::GetGlobalTimeDilation Engine

Returns the current global time dilation factor for the world.

function
UAnimInstance::GetInstanceAssetPlayerTimeFraction Engine

Returns the current accumulated playback time as a normalized fraction (0.

function
UAnimInstance::GetInstanceAssetPlayerTimeFromEndFraction Engine

Returns the remaining playback time of an asset player node as a normalized fraction (0.

function
UAnimInstance::GetInstanceTransitionTimeElapsedFraction Engine

Returns the normalized progress (0.

function
FMath::GetMappedRangeValueClamped Core

Maps a value from one range to another, clamping the input to the source range first.

function
UKismetMathLibrary::GetReflectionVector Engine

Reflects a direction vector across a surface normal, like a laser bouncing off a mirror.

function
UAnimInstance::GetRelevantAnimTimeFraction Engine

Returns the current normalized playback position (0.

function
UAnimInstance::GetRelevantAnimTimeRemainingFraction Engine

Returns the normalized time remaining (0.

function
USplineComponent::GetSplineLength Engine

Returns the total arc length of the spline in world units.

function
UAnimInstance::GetSyncGroupPosition Engine

Returns the current marker-relative playback position of the given sync group as an FMarkerSyncAnimPosition, which stores the previous marker name, the next marker name, and the normalized position between them.

function
APlayerController::GetViewTarget Engine

Returns the actor the player's camera is currently targeting.

function
FMath::LineExtentBoxIntersection Core

Performs a swept-box versus axis-aligned box intersection test and returns the hit location, normal, and parametric hit time.