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13 results for "position"

function
AActor::DetachFromActor Engine

Detaches this actor's RootComponent from its current parent, releasing the attachment.

struct
FVector Core

A 3D vector with double-precision (UE 5.

function
TArray::Find Core

Searches for Item using operator== and returns true if found, setting Index to its position.

function
USplineComponent::GetLocationAtDistanceAlongSpline Engine

Returns the world or local position at a given arc-length distance along the spline, interpolated smoothly between control points.

function
FMath::GetMappedRangeValueClamped Core

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

function
UBlackboardComponent::GetValueAsVector AIModule

Returns the FVector stored under the given blackboard key.

function
UWorld::OverlapMultiByChannel Engine

Tests a stationary collision shape at Pos against the world and returns all overlapping components on the given channel.

function
UGameplayStatics::PlaySound2D Engine

Plays a non-spatialized (2D) sound that is not affected by the listener's position or orientation.

function
UGameplayStatics::PlaySoundAtLocation Engine

Plays a one-shot sound at a world position with 3D attenuation.

function
UBlackboardComponent::SetValueAsVector AIModule

Writes an FVector to a blackboard key.

class
UCanvasPanel UMG

A panel that positions children at arbitrary locations using anchor-based layout with Z-ordering support.

class
UCurveVector Engine

A curve asset with three float channels (X, Y, Z) that returns an FVector when evaluated.

class
USceneComponent Engine

The base class for all components that have a position, rotation, and scale in the world.