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45 results for "position" in function

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
ACharacter::ClientAdjustPosition_Implementation Engine deprecated

Client-side body of the deprecated ClientAdjustPosition RPC.

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
ACharacter::ClientAdjustRootMotionPosition_Implementation Engine deprecated

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

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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.

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ACharacter::ClientAdjustRootMotionSourcePosition_Implementation Engine deprecated

Client-side implementation body for the deprecated ClientAdjustRootMotionSourcePosition RPC.

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ACharacter::ClientVeryShortAdjustPosition Engine deprecated

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

function
ACharacter::ClientVeryShortAdjustPosition_Implementation Engine deprecated

Client-side body of the deprecated ClientVeryShortAdjustPosition RPC.

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
UKismetMathLibrary::Matrix_InverseTransformPosition Engine

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

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UKismetMathLibrary::Matrix_TransformPosition Engine

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

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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.

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ACharacter::OnUpdateSimulatedPosition Engine

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

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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
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
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.

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.

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UKismetMathLibrary::BreakQualifiedFrameTime Engine

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

function
ACharacter::CanUseRootMotionRepMove Engine

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.

function
ACharacter::ClientMoveResponsePacked Engine

Client RPC that delivers the server's response to a client move — either an acknowledgement or a position correction.

function
ACharacter::ClientMoveResponsePacked_Implementation Engine

Client-side implementation body for the ClientMoveResponsePacked RPC.

function
UKismetMathLibrary::Conv_VectorToTransform Engine

Creates an FTransform with the given location, identity rotation, and uniform scale of 1.

function
FMath::CriticallyDampedSmoothing Core

Smooths a value using a critically-damped spring, tracking both position and velocity.

function
DEPRECATED_CHARACTER_MOVEMENT_RPC Engine deprecated

Macro that annotates legacy character movement RPC functions (ServerMove, ServerMoveDual, ClientAdjustPosition, etc.

function
AActor::DebugShowComponentHierarchy Engine

Prints the full scene component attachment hierarchy of this actor to the log, optionally showing each component's world-space position.

function
UGameplayStatics::DeprojectSceneCaptureComponentToWorld Engine

Converts a UV coordinate in a USceneCaptureComponent2D render target into a world-space position and ray.

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UGameplayStatics::DeprojectSceneCaptureToWorld Engine

Converts a UV coordinate in a SceneCapture2D render target into a world-space position and ray direction.

function
UGameplayStatics::DeprojectScreenToWorld Engine

Converts a 2D screen-space pixel coordinate into a world-space position and direction ray.

function
AActor::DetachFromActor Engine

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

function
TArray::Find Core

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

function
UKismetMathLibrary::FindLookAtRotation Engine

Returns the rotation needed for an object at Start to face the Target position in world space.

function
AActor::GetActorEyesViewPoint Engine

Returns the world-space location and rotation representing this actor's eye position and view direction.