50 results for "position"
Position of the geometry in absolute space, equivalent to the translation of the accumulated layout transform.
Deprecated client RPC sent by the server to correct the client's position and velocity after detecting client-side prediction error.
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.
Client-side body of the deprecated ClientAdjustPosition RPC.
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.
Client RPC that corrects a simulated proxy's position and montage track when the server detects desync during animation root-motion movement.
Legacy fixed-signature client RPC for root motion position correction, superseded by the packed move response system routed through ClientHandleMoveResponse.
The client-side implementation body for ClientAdjustRootMotionPosition, executed on the owning client after the RPC is dispatched.
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.
Client RPC that corrects position and root-motion-source state when the server detects desync during source-driven (non-montage) root motion movement.
Legacy fixed-signature client RPC for root motion source position correction, superseded by the packed move response system routed through ClientHandleMoveResponse.
Client-side implementation body for the deprecated ClientAdjustRootMotionSourcePosition RPC.
Applies a position correction from the server while one or more RootMotionSources (e.
Bandwidth-saving variant of ClientAdjustPosition that omits velocity, used when the server correction has zero velocity.
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.
Client-side body of the deprecated ClientVeryShortAdjustPosition RPC.
Implementation body for the legacy ClientVeryShortAdjustPosition RPC, applying a bandwidth-saving position-only correction (velocity assumed zero) to the local client.
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 the platform mouse cursor position in absolute desktop coordinates, independent of the game window.
Returns the current mouse cursor position in the local coordinate space of the viewport widget.
Returns the player controller's mouse cursor position scaled by (1/DPI).
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.
Tracks a position over successive calls and returns a smoothed scalar velocity magnitude, optionally normalized into a 0-1 range.
Transforms a position vector by the inverse of the matrix, correctly handling scale.
Transforms a 3D position vector by the matrix, including the translation component.
Returns the current playback position of the montage in seconds from the start of the asset.
Jumps the montage playhead to a specific time position without restarting it.
Called on the client after a network position update is received and `CharacterMovement->SmoothCorrection()` has run.
Returns the cursor's screen-space position as of the previous pointer event, useful for computing movement manually.
Returns the current position of the cursor or touch point in screen space, in pixels.
Projects a world-space 3D location into 2D widget screen space for a specific player, accounting for DPI scaling and optional quality scaling.
Sets the position of this widget within the viewport.
Corrects the position of simulated proxies playing root motion by blending toward the server-authoritative position.
Converts an absolute desktop-space coordinate into both viewport pixel space and UMG viewport widget space.
Applies an additive positional/rotational and FOV offset to the camera's final view without moving the component itself, preserving any offset already set.
Adds a widget as a new child of the canvas panel and returns its slot so you can set its position, size, and anchors.
Adds two 4x4 matrices element-wise (A + B).
Adds two vectors component-wise, returning a new FVector.
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.
Writes the results of an async Character Movement simulation back onto the character's authoritative game-thread state.
Called by the engine when the world origin is rebased or a level is shifted.
The height of the pawn's eye position above the collision center, in unreal units.
Blueprint event called after the animation graph has been evaluated and final pose computed.
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.
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.
Simulates a projectile arc under gravity and returns the path positions, tracing against a single collision channel for blocking hits.
Decomposes an FQualifiedFrameTime into its constituent frame number, frame rate, and sub-frame offset.
Records the "original" authored-space position that Cached_P_Target was last derived from, used to detect when the target-space cache needs recomputing.
Cached montage position in time-stretched "target" space, lazily recomputed from Cached_P_Original whenever the source position changes.
Recalibrates the device's tilt input, treating its current orientation as the new neutral/zero position.