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50 results for "position"

property
FGeometry::AbsolutePosition SlateCore deprecated

Position of the geometry in absolute space, equivalent to the translation of the accumulated layout transform.

function
ACharacter::ClientAdjustPosition Engine deprecated

Deprecated client RPC sent by the server to correct the client's position and velocity after detecting client-side prediction error.

function
UCharacterMovementComponent::ClientAdjustPosition Engine deprecated

Legacy client RPC the server calls to correct a client's position and velocity after detecting enough prediction error, triggering the client to replay pending moves from the corrected state.

function
ACharacter::ClientAdjustPosition_Implementation Engine deprecated

Client-side body of the deprecated ClientAdjustPosition RPC.

function
UCharacterMovementComponent::ClientAdjustPosition_Implementation Engine

Applies a full position/velocity correction sent from the server to a locally controlled client, then replays subsequent unacknowledged moves from the client's saved move list.

function
ACharacter::ClientAdjustRootMotionPosition Engine deprecated

Client RPC that corrects a simulated proxy's position and montage track when the server detects desync during animation root-motion movement.

function
UCharacterMovementComponent::ClientAdjustRootMotionPosition Engine deprecated

Legacy fixed-signature client RPC for root motion position correction, superseded by the packed move response system routed through ClientHandleMoveResponse.

function
ACharacter::ClientAdjustRootMotionPosition_Implementation Engine deprecated

The client-side implementation body for ClientAdjustRootMotionPosition, executed on the owning client after the RPC is dispatched.

function
UCharacterMovementComponent::ClientAdjustRootMotionPosition_Implementation Engine

Applies a position correction from the server while the client is driving movement from animation root motion, also resyncing the client's montage playback position to the server's.

function
ACharacter::ClientAdjustRootMotionSourcePosition Engine deprecated

Client RPC that corrects position and root-motion-source state when the server detects desync during source-driven (non-montage) root motion movement.

function
UCharacterMovementComponent::ClientAdjustRootMotionSourcePosition Engine deprecated

Legacy fixed-signature client RPC for root motion source position correction, superseded by the packed move response system routed through ClientHandleMoveResponse.

function
ACharacter::ClientAdjustRootMotionSourcePosition_Implementation Engine deprecated

Client-side implementation body for the deprecated ClientAdjustRootMotionSourcePosition RPC.

function
UCharacterMovementComponent::ClientAdjustRootMotionSourcePosition_Implementation Engine

Applies a position correction from the server while one or more RootMotionSources (e.

function
ACharacter::ClientVeryShortAdjustPosition Engine deprecated

Bandwidth-saving variant of ClientAdjustPosition that omits velocity, used when the server correction has zero velocity.

function
UCharacterMovementComponent::ClientVeryShortAdjustPosition Engine deprecated

Bandwidth-saving variant of the legacy ClientAdjustPosition RPC used when the server's corrected velocity is zero, so only position needs to be sent over the wire.

function
ACharacter::ClientVeryShortAdjustPosition_Implementation Engine deprecated

Client-side body of the deprecated ClientVeryShortAdjustPosition RPC.

function
UCharacterMovementComponent::ClientVeryShortAdjustPosition_Implementation Engine

Implementation body for the legacy ClientVeryShortAdjustPosition RPC, applying a bandwidth-saving position-only correction (velocity assumed zero) to the local client.

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
UWidgetLayoutLibrary::GetMousePositionOnPlatform UMG

Returns the platform mouse cursor position in absolute desktop coordinates, independent of the game window.

function
UWidgetLayoutLibrary::GetMousePositionOnViewport UMG

Returns the current mouse cursor position in the local coordinate space of the viewport widget.

function
UWidgetLayoutLibrary::GetMousePositionScaledByDPI UMG

Returns the player controller's mouse cursor position scaled by (1/DPI).

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
UKismetAnimationLibrary::K2_CalculateVelocityFromPositionHistory AnimGraphRuntime

Tracks a position over successive calls and returns a smoothed scalar velocity magnitude, optionally normalized into a 0-1 range.

function
UKismetMathLibrary::Matrix_InverseTransformPosition Engine

Transforms a position vector by the inverse of the matrix, correctly handling scale.

function
UKismetMathLibrary::Matrix_TransformPosition Engine

Transforms a 3D position vector by the matrix, including the translation component.

function
UAnimInstance::Montage_GetPosition Engine

Returns the current playback position of the montage in seconds from the start of the asset.

function
UAnimInstance::Montage_SetPosition Engine

Jumps the montage playhead to a specific time position without restarting it.

function
ACharacter::OnUpdateSimulatedPosition Engine

Called on the client after a network position update is received and `CharacterMovement->SmoothCorrection()` has run.

function
UKismetInputLibrary::PointerEvent_GetLastScreenSpacePosition Engine

Returns the cursor's screen-space position as of the previous pointer event, useful for computing movement manually.

function
UKismetInputLibrary::PointerEvent_GetScreenSpacePosition Engine

Returns the current position of the cursor or touch point in screen space, in pixels.

function
UWidgetLayoutLibrary::ProjectWorldLocationToWidgetPosition UMG

Projects a world-space 3D location into 2D widget screen space for a specific player, accounting for DPI scaling and optional quality scaling.

function
UUserWidget::SetPositionInViewport UMG

Sets the position of this widget within the viewport.

function
ACharacter::SimulatedRootMotionPositionFixup Engine

Corrects the position of simulated proxies playing root motion by blending toward the server-authoritative position.

function
USlateBlueprintLibrary::AbsoluteToViewport UMG

Converts an absolute desktop-space coordinate into both viewport pixel space and UMG viewport widget space.

function
UCameraComponent::AddAdditiveOffset Engine

Applies an additive positional/rotational and FOV offset to the camera's final view without moving the component itself, preserving any offset already set.

function
UCanvasPanel::AddChildToCanvas UMG

Adds a widget as a new child of the canvas panel and returns its slot so you can set its position, size, and anchors.

function
UKismetMathLibrary::Add_MatrixMatrix Engine

Adds two 4x4 matrices element-wise (A + B).

function
UKismetMathLibrary::Add_VectorVector Engine

Adds two vectors component-wise, returning a new FVector.

function
FMontageSubStepper::Advance Engine

Moves montage playback position forward or backward by up to one sub-step, stopping at section boundaries, branching points, or TimeStretchCurve markers, and reports what happened via EMontageSubStepResult.

function
ACharacter::ApplyAsyncOutput Engine

Writes the results of an async Character Movement simulation back onto the character's authoritative game-thread state.

function
UActorComponent::ApplyWorldOffset Engine

Called by the engine when the world origin is rebased or a level is shifted.

property
APawn::BaseEyeHeight Engine

The height of the pawn's eye position above the collision center, in unreal units.

function
UAnimInstance::BlueprintPostEvaluateAnimation Engine

Blueprint event called after the animation graph has been evaluated and final pose computed.

function
UGameplayStatics::Blueprint_PredictProjectilePath_Advanced Engine

Predicts a projectile arc using a params struct, providing the richest output of the three prediction variants — each path point includes velocity and time in addition to position.

function
UGameplayStatics::Blueprint_PredictProjectilePath_ByObjectType Engine

Simulates a projectile arc under gravity and returns the full path as an array of positions, optionally tracing against specified object types to detect collisions.

function
UGameplayStatics::Blueprint_PredictProjectilePath_ByTraceChannel Engine

Simulates a projectile arc under gravity and returns the path positions, tracing against a single collision channel for blocking hits.

function
UKismetMathLibrary::BreakQualifiedFrameTime Engine

Decomposes an FQualifiedFrameTime into its constituent frame number, frame rate, and sub-frame offset.

property
FMontageSubStepper::Cached_P_Original Engine

Records the "original" authored-space position that Cached_P_Target was last derived from, used to detect when the target-space cache needs recomputing.

property
FMontageSubStepper::Cached_P_Target Engine

Cached montage position in time-stretched "target" space, lazily recomputed from Cached_P_Original whenever the source position changes.

function
UKismetInputLibrary::CalibrateTilt Engine

Recalibrates the device's tilt input, treating its current orientation as the new neutral/zero position.