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31 results for "vector2d"

function
UKismetMathLibrary::Vector2DInterpTo Engine

Smoothly moves a 2D position toward a target using exponential interpolation.

function
UKismetMathLibrary::Vector2DInterpTo_Constant Engine

Moves a 2D position toward a target at a constant speed per second, clamping at the target when reached.

function
UKismetMathLibrary::Vector2D_One Engine

Returns the constant FVector2D (1, 1).

function
UKismetMathLibrary::Vector2D_Unit45Deg Engine

Returns the normalised 2D unit vector pointing along the 45-degree diagonal: (sqrt(0.

function
UKismetMathLibrary::Vector2D_Zero Engine

Returns the constant FVector2D (0, 0).

function
UKismetMathLibrary::Add_Vector2DFloat Engine

Adds a scalar float to both components of a 2D vector, returning (A.

function
UKismetMathLibrary::Add_Vector2DVector2D Engine

Returns the component-wise sum of two 2D vectors (A + B).

function
UKismetMathLibrary::BreakVector2D Engine

Decomposes an FVector2D into its individual X and Y double components via output parameters.

function
UKismetMathLibrary::Conv_DoubleToVector2D Engine

Broadcasts a single double to both components of an FVector2D, producing (InDouble, InDouble).

function
UKismetMathLibrary::Conv_IntPointToVector2D Engine

Converts an FIntPoint to an FVector2D by casting its integer X and Y components to double.

function
UKismetMathLibrary::Conv_IntVector2ToVector2D Engine

Converts an FIntVector2 (two int32 components) to an FVector2D (two doubles) component-wise.

function
UKismetMathLibrary::Conv_Vector2DToIntPoint Engine

Converts a 2D float vector to an integer point by truncating each component.

function
UKismetMathLibrary::Conv_Vector2DToVector Engine

Converts a 2D vector to a 3D vector by appending a Z component.

function
UKismetMathLibrary::Conv_VectorToVector2D Engine

Extracts the X and Y components of a 3D vector into an FVector2D, discarding the Z component entirely.

function
UKismetMathLibrary::Divide_Vector2DFloat Engine

Divides both components of a 2D vector by a scalar, returning (A.

function
UKismetMathLibrary::Divide_Vector2DVector2D Engine

Performs element-wise division of two 2D vectors, returning {A.

function
UKismetMathLibrary::EqualEqual_Vector2DVector2D Engine

Returns true if vector A is approximately equal to vector B within a per-component error tolerance.

function
UKismetMathLibrary::EqualExactly_Vector2DVector2D Engine

Returns true only if A and B are bit-exactly equal with no tolerance.

function
UKismetMathLibrary::FTruncVector2D Engine

Truncates each component of a 2D float vector toward zero, returning an integer 2D vector.

function
UKismetMathLibrary::MakeVector2D Engine

Constructs an FVector2D from explicit X and Y double values.

function
UKismetMathLibrary::Multiply_Vector2DFloat Engine

Scales a 2D vector uniformly by a scalar, returning (A.

function
UKismetMathLibrary::Multiply_Vector2DVector2D Engine

Performs element-wise multiplication of two 2D vectors, returning {A.

function
UKismetMathLibrary::NotEqualExactly_Vector2DVector2D Engine

Returns true if A and B are not bit-exactly equal.

function
UKismetMathLibrary::NotEqual_Vector2DVector2D Engine

Returns true if vector A is not approximately equal to vector B, within a per-component tolerance.

function
UKismetMathLibrary::Subtract_Vector2DFloat Engine

Subtracts a scalar float from both components of a 2D vector, returning (A.

function
UKismetMathLibrary::Subtract_Vector2DVector2D Engine

Returns the component-wise difference of two 2D vectors (A - B).

function
FMath::CartesianToPolar Core

Converts a 2D Cartesian coordinate pair to polar form (radius and angle).

function
UKismetMathLibrary::Set2D Engine

Sets the X and Y components of an existing FVector2D variable in place.

function
UKismetMathLibrary::ToRounded2D Engine

Returns a copy of the 2D vector with each component rounded to the nearest integer.

function
UKismetMathLibrary::VSize2D Engine

Returns the Euclidean length (magnitude) of a 2D vector.

function
UKismetMathLibrary::VSizeXY Engine

Returns the length of a 3D vector projected onto the XY plane, ignoring the Z component.