50 results for "normal" in function
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.
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].
Returns a normalised copy of the vector, or ResultIfZero if the vector is too short to safely normalise.
Constructs an FPlane (Ax + By + Cz = D form) from a world-space point and a surface normal.
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.
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.
Returns the cross product of two vectors.
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.
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.
Returns the dot product between this actor's forward vector and the normalized direction to OtherActor.
Returns the avatar actor to use for the given gameplay task, implementing the IGameplayTaskOwnerInterface contract.
Returns the current global time dilation factor for the world.
Returns the current accumulated playback time as a normalized fraction (0.
Returns the remaining playback time of an asset player node as a normalized fraction (0.
Returns the normalized progress (0.
Maps a value from one range to another, clamping the input to the source range first.
Reflects a direction vector across a surface normal, like a laser bouncing off a mirror.
Returns the current normalized playback position (0.
Returns the normalized time remaining (0.
Returns the total arc length of the spline in world units.
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.
Returns the actor the player's camera is currently targeting.
Performs a swept-box versus axis-aligned box intersection test and returns the hit location, normal, and parametric hit time.