50 results for "transform"
Rotates a direction vector by the transform's rotation without applying translation or scale, preserving its length.
Transforms a position vector by the supplied transform, applying rotation, scale, and translation.
Transforms a rotator from the space T is relative to into T's local space.
Multiplies a FVector4 by an FMatrix (Matrix * Vec4) and returns the resulting FVector4.
Transforms a world-space position into first-person view space, replicating the GPU-side morphing applied to first-person primitives.
Calculates the determinant of the transform's matrix.
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.
Applies a delta transform to this actor in world space while preserving the actor's existing scale.
Decomposes a FTransform into its Location, Rotation, and Scale components.
Composes two transforms as A * B, yielding a transform that first applies A and then B.
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.
Draws a 2D histogram graph of an FDebugFloatHistory sample buffer in the 3D world, positioned and oriented by a full transform rather than just a location.
Returns true if two transforms are exactly equal, comparing each component with strict floating-point equality.
Returns the full world-space transform (location, rotation, scale) of the actor's root component as an FTransform.
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 transform of the ULevel this actor belongs to.
Returns the timestamp of the most recent transform update that was replicated to the replay recording connection.
Returns the server's last transform update timestamp as replicated to simulated proxies.
Returns the timestamp of the last transform update the server received or sent for this character's movement.
Returns the actor-to-world transform of the RootComponent.
Returns the cached quaternion that transforms vectors from world space into gravity-relative space, based on the current custom gravity direction.
Transforms a direction vector by the inverse of the supplied transform without changing its length.
Transforms a position by the inverse of the supplied transform.
Transforms a rotator by the inverse of the supplied transform.
Returns the inverse of the given transform.
Determines whether a world-space point lies inside a box that can be rotated, by transforming the point into the box's local space before testing.
Determines whether a world-space point lies inside a rotated box defined by an FBox in local space.
Returns whether this component's transform has been modified but not yet flushed to the render thread.
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.
Adds a delta transform to the actor in world space while preserving the actor's current scale.
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.
Computes the relative transform of A compared to RelativeTo — the offset transform that, applied on top of RelativeTo, reproduces A.
Constructs a FTransform from separate location, rotation, and scale components.
Marks the component's transform as dirty so it will be sent to the render thread at the end of the current frame.
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.
Transforms a 3D position vector by the matrix, including the translation component.
Transforms a direction vector by the matrix without applying the translation component.
Transforms a homogeneous FVector4 by the full 4x4 matrix.
Returns true if two transforms are within specified tolerances for location, rotation, and scale.