32 results for "pitch"
Adds pitch rotation to the owning PlayerController's ControlRotation.
Converts Yaw and Pitch angles in degrees into a directional vector, optionally scaled to a given length.
Returns the replicated pitch of a remote client's view as a 16-bit compressed value.
Decomposes a direction vector into Yaw and Pitch rotation values in degrees.
Globally scales the pitch of all non-UI sounds, interpolating from the current value over TimeSec seconds.
Stores the pawn's view pitch for replication to remote clients by compressing the degree value into a 16-bit integer.
Decomposes a rotator into its Roll, Pitch, and Yaw components in degrees.
Removes a per-class volume/pitch override that was previously applied to a Sound Mix via SetSoundMixClassOverride, fading back to the unoverridden values.
Extracts the rotation component from an FMatrix as an FRotator (Pitch/Yaw/Roll in degrees).
Converts a rotator (Pitch, Yaw, Roll in degrees) to its equivalent quaternion representation.
Converts a Vector4 to an FRotator representing the direction the XYZ components point.
Returns the FRotator that represents the orientation in which the vector points.
Updates the pawn's actor rotation to match the controller's ControlRotation, gated by the bUseControllerRotationPitch/Yaw/Roll flags.
Returns the rotation needed for an object at Start to face the Target position in world space.
Registers which UPROPERTY members are replicated and how, by appending FLifetimeProperty entries to OutLifetimeProps.
Constructs an FRotator from explicit Roll, Pitch, and Yaw values in degrees.
Extracts and returns the rotation of the matrix as an FRotator (Pitch/Yaw/Roll in degrees).
Returns a rotator with all three components negated (Pitch, Yaw, Roll each multiplied by -1).
Called by the replication system on the server just before each actor is replicated to clients.
Activates a Sound Mix Modifier on the audio system, applying its volume and pitch adjustments to the Sound Classes it targets.
Converts a quaternion into floating-point Euler angles in degrees, returned as an FVector (Pitch=Y, Yaw=Z, Roll=X).
Constructs and returns a quaternion from Euler angles in degrees.
Converts a quaternion to its FRotator representation.
Generates a uniformly random rotation in Pitch [-90, 90] and Yaw [-180, 180].
Returns a random unit vector inside an elliptical cone around ConeDir with independently controlled horizontal (yaw) and vertical (pitch) half-angles.
Sets the active base sound mix for the audio engine, applying the EQ and volume/pitch adjustments defined in the mix asset globally.
Adds or replaces a sound class adjuster in an active sound mix at runtime, allowing volume and pitch of an entire sound class to be changed dynamically with a smooth fade.
A scene component that plays a USoundBase asset at the component's world location with full control over volume, pitch, 3D spatialization, fade transitions, and runtime parameters.
A hierarchical category asset that groups sounds and applies shared volume, pitch, reverb, and submix routing.
A graph-based audio asset that combines SoundWaves with nodes for mixing, randomization, looping, pitch modulation, and sequencing.
Applies temporary volume, pitch, and EQ adjustments to specified SoundClasses when pushed to the audio device.
Updates the controller's control rotation each tick to face the current focal point.