41 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.
Computes the scale factor applied to sample playback rate on axes configured to scale animation, based on the ratio between the raw and filtered blend space position.
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 current desired-size scale multiplier previously set with SetDesiredSizeScale.
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.
Scales the border's computed desired size, useful for animating things like slide-open panels without hard-coding their target size.
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.
Queues a continuous force to be applied to the character, scaled by mass and accumulated across multiple calls within the same tick.
Decomposes a FTransform into its Location, Rotation, and Scale components.
Returns the root motion accumulated this frame, scaled by Alpha, and removes it from the anim instance so it isn't applied twice.
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.
Converts an FTransform into an FMatrix, including scale.
Converts an FTransform to a string in the form 'Translation: X= Y= Z= Rotation: P= Y= R= Scale: X= Y= Z='.
Converts a transform to localized, formatted text combining translation, rotation, and 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.
Like WeightedMovingAverage_FRotator, but the blend weight scales with how far CurrentSample is from PreviousSample, so small rotational jitter is smoothed heavily while large rotation changes are tracked more responsively.