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.
Client-side body of the deprecated ClientAdjustPosition RPC.
Client RPC that corrects a simulated proxy's position and montage track when the server detects desync during animation root-motion movement.
The client-side implementation body for ClientAdjustRootMotionPosition, executed on the owning client after the RPC is dispatched.
Client RPC that corrects position and root-motion-source state when the server detects desync during source-driven (non-montage) root motion movement.
Client-side implementation body for the deprecated ClientAdjustRootMotionSourcePosition RPC.
Bandwidth-saving variant of ClientAdjustPosition that omits velocity, used when the server correction has zero velocity.
Client-side body of the deprecated ClientVeryShortAdjustPosition RPC.
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.
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.
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.
Adds two 4x4 matrices element-wise (A + B).
Adds two vectors component-wise, returning a new FVector.
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.
Determines whether a buffered server root motion move is compatible with the current client montage state and can be used to teleport the client back to that position for correction.
Client RPC that delivers the server's response to a client move — either an acknowledgement or a position correction.
Client-side implementation body for the ClientMoveResponsePacked RPC.
Creates an FTransform with the given location, identity rotation, and uniform scale of 1.
Smooths a value using a critically-damped spring, tracking both position and velocity.
The eye height (in unscaled units from the bottom of the capsule) used when the character is crouched.
Macro that annotates legacy character movement RPC functions (ServerMove, ServerMoveDual, ClientAdjustPosition, etc.
Prints the full scene component attachment hierarchy of this actor to the log, optionally showing each component's world-space position.
Converts a UV coordinate in a USceneCaptureComponent2D render target into a world-space position and ray.
Converts a UV coordinate in a SceneCapture2D render target into a world-space position and ray direction.
Converts a 2D screen-space pixel coordinate into a world-space position and direction ray.
Detaches this actor's RootComponent from its current parent, releasing the attachment.
Represents the position, size, and absolute position of a Slate widget in the widget hierarchy.
A 3D vector with double-precision (UE 5.
Searches for Item using operator== and returns true if found, setting Index to its position.
Returns the rotation needed for an object at Start to face the Target position in world space.
Returns the world-space location and rotation representing this actor's eye position and view direction.