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49 results for "quaternion"

function
UKismetMathLibrary::QuaternionSpringInterp Engine

Interpolates a quaternion using a damped spring model, producing overshoot and oscillation in rotation.

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UKismetMathLibrary::Conv_RotatorToQuaternion Engine

Converts a rotator (Pitch, Yaw, Roll in degrees) to its equivalent quaternion representation.

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UKismetMathLibrary::Conv_Vector4ToQuaternion Engine

Converts a FVector4 direction into a FQuat orientation that points in that direction with no roll.

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UKismetMathLibrary::Conv_VectorToQuaternion Engine

Returns the FQuat orientation corresponding to the direction the vector points, with zero roll.

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UKismetMathLibrary::Add_QuatQuat Engine

Adds two quaternions component-wise (A + B).

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UKismetMathLibrary::ComposeRotators Engine

Combines two rotators into a single rotator that represents applying A first, then B.

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UKismetMathLibrary::EqualEqual_QuatQuat Engine

Returns true if two quaternions are equal within a per-component tolerance.

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AActor::GetActorQuat Engine

Returns the rotation of the actor's RootComponent as a quaternion.

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ACharacter::GetBaseRotationOffset Engine

Returns the cached rotation offset of the mesh from the capsule rotation as a quaternion.

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ACharacter::GetGravityTransform Engine

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.

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APawn::GetGravityTransform Engine

Returns a quaternion that transforms from world space into gravity-relative space, where the negative Z axis aligns with the gravity direction.

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UKismetMathLibrary::Matrix_ToQuat Engine

Converts the rotation part of the matrix to a quaternion.

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UKismetMathLibrary::Multiply_QuatQuat Engine

Multiplies two quaternions, composing their rotations.

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UKismetMathLibrary::NotEqual_QuatQuat Engine

Returns true if two quaternions differ by more than the given per-component tolerance.

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UKismetMathLibrary::Quat_AngularDistance Engine

Returns the shortest angular distance in radians between two rotation quaternions.

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UKismetMathLibrary::Quat_EnforceShortestArcWith Engine

Modifies quaternion A in-place so that the rotation delta between A and B takes the shortest possible arc (≤180°).

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UKismetMathLibrary::Quat_Euler Engine

Converts a quaternion into floating-point Euler angles in degrees, returned as an FVector (Pitch=Y, Yaw=Z, Roll=X).

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UKismetMathLibrary::Quat_Exp Engine

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)).

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UKismetMathLibrary::Quat_FindBetweenNormals Engine

Generates the shortest quaternion rotation between two unit-length vectors.

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UKismetMathLibrary::Quat_FindBetweenVectors Engine

Generates the shortest quaternion rotation that takes the Start vector to the End vector.

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UKismetMathLibrary::Quat_GetAngle Engine

Returns the rotation angle of the quaternion in radians.

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UKismetMathLibrary::Quat_GetAxisX Engine

Returns the forward direction (local X axis) of the coordinate frame represented by this quaternion.

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UKismetMathLibrary::Quat_GetAxisY Engine

Returns the right direction (local Y axis) of the coordinate frame represented by this quaternion.

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UKismetMathLibrary::Quat_GetAxisZ Engine

Returns the up direction (local Z axis) of the coordinate frame represented by this quaternion.

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UKismetMathLibrary::Quat_GetRotationAxis Engine

Returns the unit vector axis around which this quaternion rotates.

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UKismetMathLibrary::Quat_Identity Engine

Returns the identity quaternion (0, 0, 0, 1), representing no rotation.

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UKismetMathLibrary::Quat_Inversed Engine

Returns the inverse (conjugate for unit quaternions) of the given quaternion.

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UKismetMathLibrary::Quat_IsIdentity Engine

Returns true if the quaternion is approximately equal to the identity rotation (0, 0, 0, 1) within the given tolerance.

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UKismetMathLibrary::Quat_IsNormalized Engine

Returns true if the quaternion has unit length (magnitude ≈ 1).

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UKismetMathLibrary::Quat_Log Engine

Computes the quaternion logarithm, mapping a unit quaternion to a pure quaternion (W=0, V=theta*v).

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UKismetMathLibrary::Quat_MakeFromEuler Engine

Constructs and returns a quaternion from Euler angles in degrees.

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UKismetMathLibrary::Quat_MakeFromRotationVector Engine

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.

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UKismetMathLibrary::Quat_Normalize Engine

Normalizes the quaternion in-place so its magnitude equals 1.

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UKismetMathLibrary::Quat_Normalized Engine

Returns a normalized copy of the quaternion without modifying the original.

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UKismetMathLibrary::Quat_RotateVector Engine

Rotates a vector by the quaternion Q.

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UKismetMathLibrary::Quat_Rotator Engine

Converts a quaternion to its FRotator representation.

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UKismetMathLibrary::Quat_SetComponents Engine

Directly assigns all four XYZW components of a quaternion.

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UKismetMathLibrary::Quat_SetFromEuler Engine

Converts Euler angles (degrees) into a quaternion and stores the result in Q in-place.

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UKismetMathLibrary::Quat_Size Engine

Returns the length (Euclidean norm) of the quaternion as a scalar.

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UKismetMathLibrary::Quat_SizeSquared Engine

Returns the squared length of the quaternion without computing a square root.

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UKismetMathLibrary::Quat_Slerp Engine

Performs spherical linear interpolation between two quaternions and returns a normalized result.

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UKismetMathLibrary::Quat_ToRotationVector Engine

Returns the rotation vector corresponding to this quaternion, where the direction is the rotation axis and the magnitude is the angle in degrees.

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UKismetMathLibrary::Quat_VectorForward Engine

Returns the forward direction (local X axis) after applying this quaternion's rotation.

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UKismetMathLibrary::Quat_VectorRight Engine

Returns the right direction (local Y axis) after applying this quaternion's rotation.

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UKismetMathLibrary::Quat_VectorUp Engine

Returns the up direction (local Z axis) after applying this quaternion's rotation.

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UKismetMathLibrary::RotatorFromAxisAndAngle Engine

Creates an FRotator representing a rotation of Angle degrees around the given Axis.

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AActor::SetActorRelativeRotation Engine

Sets the rotation of this actor's root component relative to its parent in the attachment hierarchy.

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UKismetMathLibrary::Subtract_QuatQuat Engine

Subtracts quaternion B from A component-wise (A - B).

function
FMath::WindRelativeAnglesDegrees Core

Adjusts InOutAngle1 so that the difference between it and InAngle0 is at most 180 degrees, preventing large jumps when interpolating rotation components converted from quaternions.