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50 results for "transform" in function

function
UKismetMathLibrary::TransformDirection Engine

Rotates a direction vector by the transform's rotation without applying translation or scale, preserving its length.

function
UKismetMathLibrary::TransformLocation Engine

Transforms a position vector by the supplied transform, applying rotation, scale, and translation.

function
UKismetMathLibrary::TransformRotation Engine

Transforms a rotator from the space T is relative to into T's local space.

function
UKismetMathLibrary::TransformVector4 Engine

Multiplies a FVector4 by an FMatrix (Matrix * Vec4) and returns the resulting FVector4.

function
UGameplayStatics::TransformWorldToFirstPerson Engine

Transforms a world-space position into first-person view space, replicating the GPU-side morphing applied to first-person primitives.

function
UKismetMathLibrary::Transform_Determinant Engine

Calculates the determinant of the transform's matrix.

function
AActor::AddActorLocalTransform Engine

Applies a delta transform (offset + rotation + scale) to this actor in its local reference frame.

function
AActor::AddActorWorldTransform Engine

Applies a delta transform to this actor in world space, combining the delta rotation and location with the current transform.

function
AActor::AddActorWorldTransformKeepScale Engine

Applies a delta transform to this actor in world space while preserving the actor's existing scale.

function
UKismetMathLibrary::BreakTransform Engine

Decomposes a FTransform into its Location, Rotation, and Scale components.

function
UKismetMathLibrary::ComposeTransforms Engine

Composes two transforms as A * B, yielding a transform that first applies A and then B.

function
UKismetMathLibrary::Conv_MatrixToTransform Engine

Converts an FMatrix to an FTransform, decomposing it into translation, rotation, and scale.

function
UKismetMathLibrary::Conv_RotatorToTransform Engine

Creates a FTransform with the given rotation, zero translation, and unit scale.

function
UKismetMathLibrary::Conv_TransformToMatrix Engine

Converts an FTransform into an FMatrix, including scale.

function
UKismetStringLibrary::Conv_TransformToString Engine

Converts an FTransform to a string in the form 'Translation: X= Y= Z= Rotation: P= Y= R= Scale: X= Y= Z='.

function
UKismetTextLibrary::Conv_TransformToText Engine

Converts a transform to localized, formatted text combining translation, rotation, and scale.

function
UKismetMathLibrary::Conv_VectorToTransform Engine

Creates an FTransform with the given location, identity rotation, and uniform scale of 1.

function
UKismetSystemLibrary::DrawDebugFloatHistoryTransform Engine

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.

function
UKismetMathLibrary::EqualEqual_TransformTransform Engine

Returns true if two transforms are exactly equal, comparing each component with strict floating-point equality.

function
AActor::GetActorTransform Engine

Returns the full world-space transform (location, rotation, scale) of the actor's root component as an FTransform.

function
UCharacterMovementComponent::GetGravityToWorldTransform Engine

Returns the cached quaternion that transforms vectors from gravity-relative space back into world space — the inverse of GetWorldToGravityTransform().

function
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.

function
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.

function
AActor::GetLevelTransform Engine

Returns the transform of the ULevel this actor belongs to.

function
ACharacter::GetReplayLastTransformUpdateTimeStamp Engine

Returns the timestamp of the most recent transform update that was replicated to the replay recording connection.

function
ACharacter::GetReplicatedServerLastTransformUpdateTimeStamp Engine

Returns the server's last transform update timestamp as replicated to simulated proxies.

function
UCharacterMovementComponent::GetServerLastTransformUpdateTimeStamp Engine

Returns the timestamp of the last transform update the server received or sent for this character's movement.

function
AActor::GetTransform Engine

Returns the actor-to-world transform of the RootComponent.

function
UCharacterMovementComponent::GetWorldToGravityTransform Engine

Returns the cached quaternion that transforms vectors from world space into gravity-relative space, based on the current custom gravity direction.

function
UKismetMathLibrary::InverseTransformDirection Engine

Transforms a direction vector by the inverse of the supplied transform without changing its length.

function
UKismetMathLibrary::InverseTransformLocation Engine

Transforms a position by the inverse of the supplied transform.

function
UKismetMathLibrary::InverseTransformRotation Engine

Transforms a rotator by the inverse of the supplied transform.

function
UKismetMathLibrary::InvertTransform Engine

Returns the inverse of the given transform.

function
UKismetMathLibrary::IsPointInBoxWithTransform Engine

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.

function
UKismetMathLibrary::IsPointInBoxWithTransform_Box Engine

Determines whether a world-space point lies inside a rotated box defined by an FBox in local space.

function
UActorComponent::IsRenderTransformDirty Engine

Returns whether this component's transform has been modified but not yet flushed to the render thread.

function
AActor::K2_AddActorLocalTransform Engine

Adds a delta transform to the actor in its local reference frame, affecting location, rotation, and scale together.

function
AActor::K2_AddActorWorldTransform Engine

Adds a delta transform to the actor in world space.

function
AActor::K2_AddActorWorldTransformKeepScale Engine

Adds a delta transform to the actor in world space while preserving the actor's current scale.

function
AActor::K2_SetActorRelativeTransform Engine

Sets the actor's full transform (location, rotation, and scale) relative to its parent in one call.

function
AActor::K2_SetActorTransform Engine

Sets the actor's world-space transform (location, rotation, and scale) in one call.

function
UKismetMathLibrary::MakeRelativeTransform Engine

Computes the relative transform of A compared to RelativeTo — the offset transform that, applied on top of RelativeTo, reproduces A.

function
UKismetMathLibrary::MakeTransform Engine

Constructs a FTransform from separate location, rotation, and scale components.

function
UActorComponent::MarkRenderTransformDirty Engine

Marks the component's transform as dirty so it will be sent to the render thread at the end of the current frame.

function
UKismetMathLibrary::Matrix_InverseTransformPosition Engine

Transforms a position vector by the inverse of the matrix, correctly handling scale.

function
UKismetMathLibrary::Matrix_InverseTransformVector Engine

Transforms a direction vector by the inverse of the matrix without applying translation.

function
UKismetMathLibrary::Matrix_TransformPosition Engine

Transforms a 3D position vector by the matrix, including the translation component.

function
UKismetMathLibrary::Matrix_TransformVector Engine

Transforms a direction vector by the matrix without applying the translation component.

function
UKismetMathLibrary::Matrix_TransformVector4 Engine

Transforms a homogeneous FVector4 by the full 4x4 matrix.

function
UKismetMathLibrary::NearlyEqual_TransformTransform Engine

Returns true if two transforms are within specified tolerances for location, rotation, and scale.