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36 results for "vector4"

function
UKismetMathLibrary::Vector4_Assign Engine

Copies all four components of InVector into A in-place.

function
UKismetMathLibrary::Vector4_CrossProduct3 Engine

Computes the 3D cross product of the XYZ components of two Vector4 values.

function
UKismetMathLibrary::Vector4_DotProduct Engine

Returns the 4D dot product of two FVector4 values: A.

function
UKismetMathLibrary::Vector4_DotProduct3 Engine

Returns the 3D dot product of two FVector4 values using only the XYZ components: A.

function
UKismetMathLibrary::Vector4_IsNAN Engine

Returns true if any of the four components of A is NaN (Not a Number).

function
UKismetMathLibrary::Vector4_IsNearlyZero3 Engine

Returns true if all XYZ components of A are within Tolerance of zero.

function
UKismetMathLibrary::Vector4_IsNormal3 Engine

Returns true if the XYZ components form a unit-length vector, ignoring W.

function
UKismetMathLibrary::Vector4_IsUnit3 Engine

Returns true if the XYZ components of the vector have a squared length within SquaredLenthTolerance of 1.

function
UKismetMathLibrary::Vector4_IsZero Engine

Returns true only if all four components of A are exactly 0.

function
UKismetMathLibrary::Vector4_MirrorByVector3 Engine

Reflects a direction vector across a surface normal using only the XYZ components, equivalent to D - 2*(D·N)*N.

function
UKismetMathLibrary::Vector4_Negated Engine

Returns a copy of A with all four components negated ({-X, -Y, -Z, -W}).

function
UKismetMathLibrary::Vector4_Normal3 Engine

Returns a safe normalized copy of the vector's XYZ components with W set to 0.

function
UKismetMathLibrary::Vector4_NormalUnsafe3 Engine

Normalizes the XYZ components without any zero-length check.

function
UKismetMathLibrary::Vector4_Normalize3 Engine

Normalizes the XYZ components of the vector in-place, setting W to 0.

function
UKismetMathLibrary::Vector4_Set Engine

Sets all four components of a Vector4 variable in-place using individual double values.

function
UKismetMathLibrary::Vector4_Size Engine

Returns the Euclidean length (magnitude) of a FVector4 including all four components: sqrt(X²+Y²+Z²+W²).

function
UKismetMathLibrary::Vector4_Size3 Engine

Returns the Euclidean length of the XYZ components of a FVector4, ignoring the W element entirely.

function
UKismetMathLibrary::Vector4_SizeSquared Engine

Returns the squared Euclidean length of a FVector4 including all four components: X²+Y²+Z²+W².

function
UKismetMathLibrary::Vector4_SizeSquared3 Engine

Returns X*X + Y*Y + Z*Z for the vector, ignoring W.

function
UKismetMathLibrary::Vector4_Zero Engine

Returns the FVector4 zero constant (0, 0, 0, 0).

function
UKismetMathLibrary::Add_Vector4Vector4 Engine

Returns the component-wise sum of two FVector4 values (A + B).

function
UKismetMathLibrary::BreakVector4 Engine

Decomposes an FVector4 into its four individual double-precision components via output parameters.

function
UKismetMathLibrary::Conv_Vector4ToQuaternion Engine

Converts a FVector4 direction into a FQuat orientation that points in that direction with no roll.

function
UKismetMathLibrary::Conv_Vector4ToRotator Engine

Converts a Vector4 to an FRotator representing the direction the XYZ components point.

function
UKismetMathLibrary::Conv_Vector4ToVector Engine

Converts a Vector4 to a 3-component FVector by dropping the W element.

function
UKismetMathLibrary::Divide_Vector4Vector4 Engine

Returns the element-wise division of two FVector4 values: {A.

function
UKismetMathLibrary::EqualEqual_Vector4Vector4 Engine

Returns true if all four components of A and B differ by no more than ErrorTolerance.

function
UKismetMathLibrary::EqualExactly_Vector4Vector4 Engine

Returns true only if all four components of A are bitwise-identical to their counterparts in B.

function
UKismetMathLibrary::MakeVector4 Engine

Constructs an FVector4 from four double-precision components.

function
UKismetMathLibrary::Matrix_TransformVector4 Engine

Transforms a homogeneous FVector4 by the full 4x4 matrix.

function
UKismetMathLibrary::Multiply_Vector4Vector4 Engine

Returns the element-wise product of two FVector4 values: {A.

function
UKismetMathLibrary::NotEqualExactly_Vector4Vector4 Engine

Returns true if any component of A differs bitwise from the corresponding component of B.

function
UKismetMathLibrary::NotEqual_Vector4Vector4 Engine

Returns true if any component of A and B differ by more than ErrorTolerance.

function
UKismetMathLibrary::Subtract_Vector4Vector4 Engine

Returns the component-wise difference of two FVector4 values (A - B).

function
UKismetMathLibrary::TransformVector4 Engine

Multiplies a FVector4 by an FMatrix (Matrix * Vec4) and returns the resulting FVector4.

function
UKismetMathLibrary::Matrix_TransformPosition Engine

Transforms a 3D position vector by the matrix, including the translation component.