47 results for "transform" in function
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.
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.
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.
Returns the full world-space transform (location, rotation, scale) of the actor's root component as an FTransform.
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 actor-to-world transform of the RootComponent.
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.
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.
RepNotify called on replay connections when ReplayLastTransformUpdateTimeStamp is received.
Spawns or respawns a player's pawn at a specific world transform instead of at a player start actor.
Sets the full transform (location, rotation, and scale) of this actor's root component relative to its parent in the attachment hierarchy.
Applies a 2D render transform (translation, rotation, scale, shear) to the widget.
Sets only the rotation component of the widget's render transform in degrees, leaving translation, scale, and shear unchanged.
Spawns an instance of the default pawn class at the given transform and returns it.
Propagates the actor's current world transform to all attached scene components, updating their cached transforms without re-registering them.
Transforms a point from absolute space into this widget's local space by inverting the accumulated render transform.
Transforms a point from absolute Slate space into a widget's local space.
Returns the local-to-world transform of the actor's RootComponent.
Adds two 4x4 matrices element-wise (A + B).
Attaches this actor's RootComponent to the RootComponent of another actor.
Attaches this actor's RootComponent to a specific SceneComponent, with full control over how the existing transform is preserved or reset.
Blueprint event called after the animation graph has been evaluated and final pose computed.
Extracts the rotation component from an FMatrix as an FRotator (Pitch/Yaw/Roll in degrees).
Prints the full scene component attachment hierarchy of this actor to the log, optionally showing each component's world-space position.
Detaches this actor's RootComponent from its current parent, releasing the attachment.
Detaches this component from its parent scene component, resolving the transform according to DetachmentRules.
Returns the local-space rotator (clamped to [-180, 180] per axis) that an object with StartTransform needs to face TargetLocation.
Returns the absolute position of a point on the widget surface identified by normalized (0–1) local coordinates, accounting for the full accumulated render transform.