36 results for "vector4"
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).
Returns the component-wise sum of two FVector4 values (A + B).
Decomposes an FVector4 into its four individual double-precision components via output parameters.
Converts a FVector4 direction into a FQuat orientation that points in that direction with no roll.
Converts a Vector4 to an FRotator representing the direction the XYZ components point.
Converts a Vector4 to a 3-component FVector by dropping the W element.
Returns the element-wise division of two FVector4 values: {A.
Returns true if all four components of A and B differ by no more than ErrorTolerance.
Returns true only if all four components of A are bitwise-identical to their counterparts in B.
Constructs an FVector4 from four double-precision components.
Transforms a homogeneous FVector4 by the full 4x4 matrix.
Returns the element-wise product of two FVector4 values: {A.
Returns true if any component of A differs bitwise from the corresponding component of B.
Returns true if any component of A and B differ by more than ErrorTolerance.
Returns the component-wise difference of two FVector4 values (A - B).
Multiplies a FVector4 by an FMatrix (Matrix * Vec4) and returns the resulting FVector4.
Transforms a 3D position vector by the matrix, including the translation component.