50 results for "vector"
A 3D vector with double-precision (UE 5.
A curve asset with three float channels (X, Y, Z) that returns an FVector when evaluated.
Returns the cross product of two vectors.
Returns the Euclidean distance between two vectors.
Computes the dot product of two vectors: `A.
Returns a normalised copy of the vector, or ResultIfZero if the vector is too short to safely normalise.
Returns true if all three components are within Tolerance of zero.
Returns true if all three components are exactly zero.
Returns this vector rotated around the given axis by AngleDeg degrees, using Rodrigues' rotation formula.
Smoothly moves a 2D position toward a target using exponential interpolation.
Moves a 2D position toward a target at a constant speed per second, clamping at the target when reached.
Returns the constant FVector2D (1, 1).
Returns the normalised 2D unit vector pointing along the 45-degree diagonal: (sqrt(0.
Returns the constant FVector2D (0, 0).
Copies all four components of InVector into A in-place.
Computes the 3D cross product of the XYZ components of two Vector4 values.
Returns the 4D dot product of two FVector4 values: A.
Returns the 3D dot product of two FVector4 values using only the XYZ components: A.
Returns true if any of the four components of A is NaN (Not a Number).
Returns true if all XYZ components of A are within Tolerance of zero.
Returns true if the XYZ components form a unit-length vector, ignoring W.
Returns true if the XYZ components of the vector have a squared length within SquaredLenthTolerance of 1.
Returns true only if all four components of A are exactly 0.
Reflects a direction vector across a surface normal using only the XYZ components, equivalent to D - 2*(D·N)*N.
Returns a copy of A with all four components negated ({-X, -Y, -Z, -W}).
Returns a safe normalized copy of the vector's XYZ components with W set to 0.
Normalizes the XYZ components without any zero-length check.
Normalizes the XYZ components of the vector in-place, setting W to 0.
Sets all four components of a Vector4 variable in-place using individual double values.
Returns the Euclidean length (magnitude) of a FVector4 including all four components: sqrt(X²+Y²+Z²+W²).
Returns the Euclidean length of the XYZ components of a FVector4, ignoring the W element entirely.
Returns the squared Euclidean length of a FVector4 including all four components: X²+Y²+Z²+W².
Returns X*X + Y*Y + Z*Z for the vector, ignoring W.
Returns the FVector4 zero constant (0, 0, 0, 0).
Interpolates a vector using a damped spring model, producing natural overshoot and oscillation.
Adds InAddVect to A in place and then clamps the result to an axis-aligned cube of half-size InRadius centered at the origin.
Copies all components from InVector into A, overwriting A in place.
Returns the Unreal Engine world backward direction constant (-1, 0, 0), the -X axis.
Clamps each component of InVect to [InBoxMin, InBoxMax] per axis, constraining the point to an arbitrary axis-aligned bounding box.
Clamps each component of a vector to lie within [-InRadius, InRadius], effectively constraining the vector to an axis-aligned cube centered at the origin.
Returns a copy of a vector with its XY (2D) magnitude clamped between Min and Max.
Returns a copy of a vector with its magnitude clamped to at most Max, preserving direction.
Returns a copy of a vector with its XY (horizontal) magnitude clamped to at most Max.
Returns a vector whose each component is the maximum of the corresponding components from A and B: (max(A.
Returns a vector whose each component is the minimum of the corresponding components from A and B: (min(A.
Returns the cosine of the angle between two vectors projected onto the XY plane, ignoring Z.
Returns the Euclidean distance between two 3D points.
Returns the Euclidean distance between two points in the XY plane, ignoring the Z component.
Returns the squared XY-plane distance between two 3D points without a square root.
Returns the squared Euclidean distance between two 3D points without computing a square root.