50 results for "quaternion"
Interpolates a quaternion using a damped spring model, producing overshoot and oscillation in rotation.
Converts a rotator (Pitch, Yaw, Roll in degrees) to its equivalent quaternion representation.
Converts a FVector4 direction into a FQuat orientation that points in that direction with no roll.
Returns the FQuat orientation corresponding to the direction the vector points, with zero roll.
Resets a quaternion spring's angular velocity and previous-target tracking back to zero/identity, as if it had never run.
Overwrites the internal angular velocity stored in a quaternion spring state, useful for injecting an instantaneous rotational impulse into an ongoing QuaternionSpringInterp.
Adds two quaternions component-wise (A + B).
Combines two rotators into a single rotator that represents applying A first, then B.
Smooths Rotation towards TargetRotation using exponential damping over the shortest arc, returning the new smoothed quaternion each call.
Smooths Rotation towards TargetRotation using exponential damping, returning the new smoothed rotator each call.
Returns true if two quaternions are equal within a per-component tolerance.
Returns the rotation of the actor's RootComponent as a quaternion.
Returns the cached rotation offset of the mesh from the capsule rotation as a quaternion.
Returns the cached quaternion that transforms vectors from gravity-relative space back into world space — the inverse of GetWorldToGravityTransform().
Returns a quaternion that rotates from world space into gravity-relative space, allowing movement and orientation calculations to be performed relative to the current gravity direction.
Returns a quaternion that transforms from world space into gravity-relative space, where the negative Z axis aligns with the gravity direction.
Returns the character's rotation as a quaternion at the end of the last movement update tick.
Returns the UpdatedComponent's rotation as recorded at the end of the most recent movement update, converted from the internally stored quaternion.
Returns the cached quaternion that transforms vectors from world space into gravity-relative space, based on the current custom gravity direction.
Converts the rotation part of the matrix to a quaternion.
Multiplies two quaternions, composing their rotations.
Returns true if two quaternions differ by more than the given per-component tolerance.
Returns the shortest angular distance in radians between two rotation quaternions.
Modifies quaternion A in-place so that the rotation delta between A and B takes the shortest possible arc (≤180°).
Converts a quaternion into floating-point Euler angles in degrees, returned as an FVector (Pitch=Y, Yaw=Z, Roll=X).
Computes the quaternion exponential, mapping a pure quaternion (W=0, V=theta*v) back to a unit quaternion via Exp(q) = (sin(theta)*v, cos(theta)).
Generates the shortest quaternion rotation between two unit-length vectors.
Generates the shortest quaternion rotation that takes the Start vector to the End vector.
Returns the rotation angle of the quaternion in radians.
Returns the forward direction (local X axis) of the coordinate frame represented by this quaternion.
Returns the right direction (local Y axis) of the coordinate frame represented by this quaternion.
Returns the up direction (local Z axis) of the coordinate frame represented by this quaternion.
Returns the unit vector axis around which this quaternion rotates.
Returns the identity quaternion (0, 0, 0, 1), representing no rotation.
Returns the inverse (conjugate for unit quaternions) of the given quaternion.
Returns true if the quaternion is approximately equal to the identity rotation (0, 0, 0, 1) within the given tolerance.
Returns true if the quaternion has unit length (magnitude ≈ 1).
Computes the quaternion logarithm, mapping a unit quaternion to a pure quaternion (W=0, V=theta*v).
Constructs and returns a quaternion from Euler angles in degrees.
Constructs a quaternion from a rotation vector, where the vector's direction is the rotation axis and its magnitude is the rotation angle in degrees.
Normalizes the quaternion in-place so its magnitude equals 1.
Returns a normalized copy of the quaternion without modifying the original.
Rotates a vector by the quaternion Q.
Converts a quaternion to its FRotator representation.
Directly assigns all four XYZW components of a quaternion.
Converts Euler angles (degrees) into a quaternion and stores the result in Q in-place.
Returns the length (Euclidean norm) of the quaternion as a scalar.
Returns the squared length of the quaternion without computing a square root.
Performs spherical linear interpolation between two quaternions and returns a normalized result.
Returns the rotation vector corresponding to this quaternion, where the direction is the rotation axis and the magnitude is the angle in degrees.