47 results for "scale" in function
Applies a delta transform to this actor in world space while preserving the actor's existing scale.
Applies a 3D scale delta to a single float in-place, intended for editor gizmo interactions where dragging a uniform scale handle should affect scalar properties.
Returns the actor's RootComponent scale relative to its parent actor.
Returns the world-space scale of the actor's RootComponent as an FVector.
Returns the actor's world-space scale as an FVector with X, Y, and Z scale factors.
Returns the current scale factor applied to animation root motion translation.
Returns the player controller's mouse cursor position scaled by (1/DPI).
Returns the DPI scale factor currently applied to the game viewport.
Adds a delta transform to the actor in world space while preserving the actor's current scale.
Returns a new matrix with the given uniform scale multiplied into the rotation rows, scaling the transform uniformly on all axes.
Returns a copy of the matrix with scale removed — each row is normalised to unit length.
Returns the largest magnitude among the three row vectors of the matrix, representing the maximum scale factor along any axis.
Returns the per-axis scale encoded in the matrix by computing the magnitude of each of the three row vectors.
Retrieves all three scaled axis vectors (rows 0, 1, 2) of the matrix in a single call.
Returns the requested row vector of the matrix, which carries both the direction and scale of that axis.
Returns a new matrix whose translation column is component-wise multiplied by Scale3D.
Sets the actor's RootComponent scale relative to its parent.
Sets the world-space scale of the actor's root component.
Sets a runtime multiplier applied to all animation root motion translation for this character.
Dynamically scales the maximum number of concurrent audio voices as a fraction of the engine's configured maximum.
Sets only the scale component of the widget's render transform, leaving angle, shear, and translation unchanged.
Scales the attenuation distance of all sounds belonging to a given SoundClass, optionally interpolating over time.
Applies a delta transform (offset + rotation + scale) to this actor in its local reference frame.
Applies a delta transform to this actor in world space, combining the delta rotation and location with the current transform.
Broadcasts a single double to both components of an FVector2D, producing (InDouble, InDouble).
Converts an FMatrix to an FTransform, decomposing it into translation, rotation, and scale.
Creates a FTransform with the given rotation, zero translation, and unit scale.
Creates an FTransform with the given location, identity rotation, and uniform scale of 1.
Converts Yaw and Pitch angles in degrees into a directional vector, optionally scaled to a given length.
Divides all components of a vector by a scalar float.
Divides two vectors component-wise, returning {A.
Returns the full world-space transform (location, rotation, scale) of the actor's root component as an FTransform.
Returns the default (standing) half-height of the Character's CapsuleComponent.
Returns the half-height of the default collision shape for this pawn, scaled by the root component's world scale.
Returns the effective maximum number of concurrent audio voices after applying any active scale set by SetMaxAudioChannelsScaled.
Returns the current mouse cursor position in the local coordinate space of the viewport widget.
Returns the actor-to-world transform of the RootComponent.
Returns the elapsed time in seconds since the last frame, scaled by time dilation.
Adds a delta transform to the actor in its local reference frame, affecting location, rotation, and scale together.
Adds a delta transform to the actor in world space.
Sets the actor's full transform (location, rotation, and scale) relative to its parent in one call.
Sets the actor's world-space transform (location, rotation, and scale) in one call.
Returns the transpose of the matrix (rows and columns swapped).
Returns the requested row vector of the matrix, normalised to unit length.
Transforms a position vector by the inverse of the matrix, correctly handling scale.
Transforms a direction vector by the inverse of the matrix without applying translation.
Normalises each row of the matrix in-place so that the magnitude of each row vector is 1, effectively stripping non-uniform scale while preserving rotation and translation.