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18 results for "vector"

struct
FVector Core

A 3D vector with double-precision (UE 5.

class
UCurveVector Engine

A curve asset with three float channels (X, Y, Z) that returns an FVector when evaluated.

function
FVector::CrossProduct Core

Returns the cross product of two vectors.

function
FVector::Distance Core

Returns the Euclidean distance between two vectors.

function
FVector::DotProduct Core

Computes the dot product of two vectors: `A.

function
FVector::GetSafeNormal Core

Returns a normalised copy of the vector, or ResultIfZero if the vector is too short to safely normalise.

function
FVector::IsNearlyZero Core

Returns true if all three components are within Tolerance of zero.

function
FVector::IsZero Core

Returns true if all three components are exactly zero.

function
FVector::RotateAngleAxis Core

Returns this vector rotated around the given axis by AngleDeg degrees, using Rodrigues' rotation formula.

function
AActor::GetActorForwardVector Engine

Returns the unit forward vector (local +X axis) of this actor in world space, derived from the RootComponent's world rotation.

function
AActor::GetActorRightVector Engine

Returns the unit right vector (local +Y axis) of this actor in world space, derived from the RootComponent's world rotation.

function
AActor::GetActorUpVector Engine

Returns the unit up vector (local +Z axis) of this actor in world space, derived from the RootComponent's world rotation.

function
UBlackboardComponent::GetValueAsVector AIModule

Returns the FVector stored under the given blackboard key.

function
UBlackboardComponent::SetValueAsVector AIModule

Writes an FVector to a blackboard key.

function
AActor::GetActorScale Engine

Returns the world-space scale of the actor's RootComponent as an FVector.

function
USplineComponent::GetDirectionAtDistanceAlongSpline Engine

Returns a unit direction vector tangent to the spline at the given arc-length distance.

class
TArray Core

The primary dynamic array container in Unreal Engine, equivalent to `std::vector`.

function
FMath::VInterpTo Core

Smoothly moves an FVector toward a target vector at a given speed, independently on each axis, frame-rate-independently.