50 results for "random"
Returns a uniformly distributed random boolean — roughly 50/50 true or false on each call.
Returns a random boolean with roughly a 50/50 chance, drawn from a specific FRandomStream for deterministic results.
Returns true with the given probability and false otherwise.
Returns true with the given probability using a caller-supplied FRandomStream instead of the global RNG.
Returns a random float in the range [0, 1] using the global random stream.
Returns a random float in the range [0, 1), drawn from a specific FRandomStream so it can be reproduced given the same seed.
Returns a random float uniformly distributed between Min and Max.
Returns a random float between Min and Max, drawn from a specific FRandomStream so it can be reproduced given the same seed and call order.
Returns a uniformly distributed random integer in the range [0, Max - 1].
Returns a uniformly distributed random int64 in the range [0, Max).
Returns a uniformly distributed random int64 between Min and Max, inclusive on both ends.
Returns a uniformly distributed random integer between 0 and Max - 1, drawn from a specific FRandomStream instead of the engine's global RNG, so the sequence is deterministic and reproducible from a known seed.
Returns a random integer in the inclusive range [Min, Max].
Returns a random integer between Min and Max inclusive, drawn from a specific FRandomStream so results are reproducible given the same seed and call order.
Returns a uniformly random point inside an axis-aligned bounding box defined by a center and per-axis half-extents.
Returns a random point inside an axis-aligned box, drawn from a specific FRandomStream so the point can be reproduced given the same seed.
Returns a random point inside the given FBox, drawn from a specific FRandomStream so the point can be reproduced given the same seed.
Returns a uniformly random point inside an FBox.
Generates a uniformly random rotation in Pitch [-90, 90] and Yaw [-180, 180].
Creates a random rotation using a specific FRandomStream, so the same seed and call order always reproduce the same rotation.
Returns a Sobol-distributed 2D position within a specific cell of a stratified grid, useful for jittered/stratified sampling patterns like Poisson-disk-style scattering.
Returns a Sobol-distributed 3D point within a specific cell of a stratified 3D grid, for volumetric jittered sampling patterns.
Returns a Sobol-distributed quasi-random number between 0 and 1 for the given sample index and dimension.
Returns a random unit vector (length 1) uniformly distributed over the surface of a sphere.
Returns a random vector of length 1.
Convenience wrapper around RandomUnitVectorInConeInRadians that accepts degrees.
Returns a random unit vector uniformly distributed within a cone around ConeDir, drawn from a specific FRandomStream.
Returns a random unit vector within a symmetric cone around ConeDir, with uniform distribution on the sphere surface inside the cone.
Returns a random unit vector uniformly distributed within a cone around ConeDir, drawn from a specific FRandomStream so the result is reproducible given the same seed.
Degree-unit wrapper around RandomUnitVectorInEllipticalConeInRadians.
Returns a random unit vector within an elliptical cone around ConeDir, drawn from a specific FRandomStream.
Returns a random unit vector inside an elliptical cone around ConeDir with independently controlled horizontal (yaw) and vertical (pitch) half-angles.
Returns a random unit vector within a cone around ConeDir whose cross-section is an ellipse rather than a circle, letting yaw and pitch spread differ independently, drawn from a specific FRandomStream for reproducible results.
Picks a random element from an array using the global random stream and returns both the value and its index.
Picks a random element from an array using a caller-supplied FRandomStream, producing reproducible results for a given seed.
Extracts the initial seed value from an FRandomStream.
Returns a random NavMesh point that is reachable from Origin within the given radius.
Chooses a random hue and writes a visually pleasing fully-saturated color into the target LinearColor.
Creates an FRandomStream initialized with a specific seed.
Creates a deterministic FRandomStream whose seed is derived from a world-space location, optionally quantized to a grid.
Resets a random stream back to its initial seed, so the next draw reproduces the same sequence of values as when the stream was first created.
Reseeds a random stream using the engine's global RNG (FMath::Rand), producing a new, unpredictable starting point for subsequent draws.
Sets a random stream's seed to a specific known value, making its subsequent sequence of random draws fully deterministic and reproducible.
Randomizes the order of the elements in an array in place using the engine's global random stream.
Randomizes the order of the elements in an array in place, drawing randomness from the given FRandomStream for deterministic results.
The primary math utility struct in Unreal Engine, providing static functions for arithmetic, interpolation, trigonometry, random number generation, and geometric operations.
Generates 1D Perlin noise from Value, returning a continuous, smoothly-varying random value between -1.
The upper bound to use when this component randomly determines a pitch multiplier for playback.
The lower bound to use when this component randomly determines a pitch multiplier for playback.
Returns a random integer in the inclusive range [Min, Max].