description:
Plays a force feedback effect at the given location. This is a fire and forget effect and does not travel with any actor. Replication is also not handled at this point.
Force Feedback Component to manipulate the playing feedback effect with

code: static [UForceFeedbackComponent](API\Runtime\Engine\Components\UForceFeedbackComponent) * SpawnForceFeedbackAtLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UForceFeedbackEffect](API\Runtime\Engine\GameFramework\UForceFeedbackEffect) * ForceFeedbackEffect, FVector Location, FRotator Rotation, bool bLooping, float IntensityMultiplier, float StartTime, [UForceFeedbackAttenuation](API\Runtime\Engine\GameFramework\UForceFeedbackAttenuation) * AttenuationSettings, bool bAutoDestroy )


description: Create Object

module: Engine

code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * SpawnObject ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > ObjectClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


description:
Spawns a sound at the given location. This does not travel with any actor. Replication is also not handled at this point.
An audio component to manipulate the spawned sound

code: static [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * SpawnSoundAtLocation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, FVector Location, FRotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, class [USoundAttenuation](API\Runtime\Engine\Sound\USoundAttenuation) * AttenuationSettings, [USoundConcurrency](API\Runtime\Engine\Sound\USoundConcurrency) * ConcurrencySettings, bool bAutoDestroy )


description: This function allows users to create Audio Components with settings specifically for non-spatialized, non-distance-attenuated sounds. Audio Components created using this function by default will not have Spatialization applied. Sound instances will begin playing upon spawning this Audio Component.

code: static [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * SpawnSound2D ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, float VolumeMultiplier, float PitchMultiplier, float StartTime, [USoundConcurrency](API\Runtime\Engine\Sound\USoundConcurrency) * ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy )


code: static [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * SpawnSoundAttached ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * AttachToComponent, [FName](API\Runtime\Core\UObject\FName) AttachPointName, FVector Location, [EAttachLocation::Type](API\Runtime\Engine\Engine\EAttachLocation__Type) LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, [USoundAttenuation](API\Runtime\Engine\Sound\USoundAttenuation) * AttenuationSettings, [USoundConcurrency](API\Runtime\Engine\Sound\USoundConcurrency) * ConcurrencySettings, bool bAutoDestroy )


description:
This function allows users to create and play Audio Components attached to a specific Scene Component. Useful for spatialized and/or distance-attenuated sounds that need to follow another object in space.
An audio component to manipulate the spawned sound

code: static [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * SpawnSoundAttached ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * AttachToComponent, [FName](API\Runtime\Core\UObject\FName) AttachPointName, FVector Location, FRotator Rotation, [EAttachLocation::Type](API\Runtime\Engine\Engine\EAttachLocation__Type) LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, [USoundAttenuation](API\Runtime\Engine\Sound\USoundAttenuation) * AttenuationSettings, [USoundConcurrency](API\Runtime\Engine\Sound\USoundConcurrency) * ConcurrencySettings, bool bAutoDestroy )


description:
Takes the provided buffer and consumes it, parsing past the internal header data, returning a MemoryReader that has: 1) been set up with all the related header information, and 2) offset to where taggedUSaveGameobject serialization begins. NOTE: that the returned object has a reference to the supplied data - scope them accordingly.
A memory reader, wrapping SaveData, offset to the point past the header data.

code: static [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader) StripSaveGameHeader ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & SaveData )


description: Native version, has more options than the Blueprint version.

code: static bool SuggestProjectileVelocity ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector & TossVelocity, FVector StartLocation, FVector EndLocation, float TossSpeed, bool bHighArc, float CollisionRadius, float OverrideGravityZ, [ESuggestProjVelocityTraceOption::Type](API\Runtime\Engine\Kismet\ESuggestProjVelocityTraceOption_-) TraceOption, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParam, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToIgnore, bool bDrawDebug )


description: Returns the launch velocity needed for a projectile at rest at StartPos to land on EndPos. Assumes a medium arc (e.g. 45 deg on level ground). Projectile velocity is variable and unconstrained. Does no tracing.

code: static bool SuggestProjectileVelocity_CustomArc ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector & OutLaunchVelocity, FVector StartPos, FVector EndPos, float OverrideGravityZ, float ArcParam )


description: Returns a launch velocity need for a projectile to hit the TargetActor in TimeToTarget seconds based on the TargetActor's current velocity. This assumes the projectile is only accelerated by gravity (i.e. no outside forces), and that the TargetActor is moving at a constant velocity.

code: static bool SuggestProjectileVelocity_MovingTarget ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector & OutLaunchVelocity, FVector ProjectileStartLocation, [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, FVector TargetLocationOffset, double GravityZOverride, double TimeToTarget, [EDrawDebugTrace::Type](API\Runtime\Engine\Kismet\EDrawDebugTrace__Type) DrawDebugType, float DrawDebugTime, [FLinearColor](API\Runtime\Core\Math\FLinearColor) DrawDebugColor )


description: Unload a streamed in level (by Name)

code: static void UnloadStreamLevel ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FName](API\Runtime\Core\UObject\FName) LevelName, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo, bool bShouldBlockOnUnload )


description: Unload a streamed in level (by Object Reference)

code: static void UnloadStreamLevelBySoftObjectPtr ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > Level, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo, bool bShouldBlockOnUnload )


description: Iterate through all sound waves and releases handles to retained chunks. (If the chunk is not being played it will be up for eviction)

code: static void UnRetainAllSoundsInSoundClass ( class [USoundClass](API\Runtime\Engine\Sound\USoundClass) * InSoundClass )


code: UGameplayStatics ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Get texture used to create an ImportanceTexture object
new ImportanceTexture object for use with ImportanceSample

code: static void BreakImportanceTexture ( const [FImportanceTexture](API\Runtime\Engine\Kismet\FImportanceTexture) & ImportanceTexture, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) *& Texture, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EImportanceWeight::Type](API\Runtime\Engine\Kismet\EImportanceWeight__Type) > & WeightingFunc )


className: UGameplayStatics

description: Static class with useful gameplay utility functions that can be called from both Blueprint and C++

code: class UGameplayStatics : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Distribute sample points proportional to Texture2D luminance.

code: static void ImportanceSample ( const [FImportanceTexture](API\Runtime\Engine\Kismet\FImportanceTexture) & Texture, const FVector2D & Rand, int Samples, float Intensity, FVector2D & SamplePosition, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & SampleColor, float & SampleIntensity, float & SampleSize )


description:
Create anFImportanceTextureobject for texture-driven importance sampling from a 2D RGBA8 texture
new ImportanceTexture object for use with ImportanceSample

code: static [FImportanceTexture](API\Runtime\Engine\Kismet\FImportanceTexture) MakeImportanceTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EImportanceWeight::Type](API\Runtime\Engine\Kismet\EImportanceWeight__Type) > WeightingFunc )


description: Sobol-distributed random 2D position in the same grid cell

code: static FVector2D NextSobolCell2D ( int32 Index, int32 NumCells, FVector2D PreviousValue )


description: Sobol-distributed random 3D position in the same grid cell

code: static FVector NextSobolCell3D ( int32 Index, int32 NumCells, FVector PreviousValue )


description: Sobol-distributed random number between 0 and 1

code: static float NextSobolFloat ( int32 Index, int32 Dimension, float PreviousValue )


description: Sobol-distributed random 2D position in the given grid cell

code: static FVector2D RandomSobolCell2D ( int32 Index, int32 NumCells, FVector2D Cell, FVector2D Seed )


description: Sobol-distributed random 3D vector in the given grid cell

code: static FVector RandomSobolCell3D ( int32 Index, int32 NumCells, FVector Cell, FVector Seed )


description:
Sobol quasi-random generator functions
Sobol-distributed random number between 0 and 1

code: static float RandomSobolFloat ( int32 Index, int32 Dimension, float Seed )


code: UImportanceSamplingLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UImportanceSamplingLibrary

code: class UImportanceSamplingLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description:
Add item to array
The index of the newly added item

code: static int32 Array_Add ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray, const int32 & NewItem )


description: Append an array to another array

code: static void Array_Append ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SourceArray )


description:
Add item to array (unique)
The index of the newly added item, or INDEX_NONE if the item is already present in the array

code: static int32 Array_AddUnique ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray, const int32 & NewItem )


description: Clear an array, removes all content

code: static void Array_Clear ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray )


description:
Given an array and an index, returns a copy of the item found at that index
A copy of the item stored at the index

code: static void Array_Get ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray, int32 Index, int32 & Item )


description:
Returns true if the array contains the given item
True if the item was found within the array

code: static bool Array_Contains ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray, const int32 & ItemToFind )


description:
Checks if two arrays are memberwise identical
Whether the two arrays are identical

code: static bool Array_Identical ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & ArrayA, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & ArrayB )


description:
Finds the index of the first instance of the item within the array
The index the item was found at, or -1 if not found

code: static int32 Array_Find ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray, const int32 & ItemToFind )


description: Insert item at the given index into the array.

code: static void Array_Insert ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray, const int32 & NewItem, int32 Index )


description:
Check if the array is empty
A boolean indicating if the array is empty

code: static bool Array_IsEmpty ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray )


description:
Check if the array has any elements
A boolean indicating if the array has any elements

code: static bool Array_IsNotEmpty ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray )


description:
Get the last valid index into an array
The last valid index of the array

code: static int32 Array_LastIndex ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray )


description:
Tests if IndexToTest is valid, i.e. greater than or equal to zero, and less than the number of elements in TargetArray.
True if theIndexis Valid, i.e. greater than or equal to zero, and less than the number of elements in TargetArray.

code: static bool Array_IsValidIndex ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray, int32 IndexToTest )


description:
Get the number of items in an array
The length of the array

code: static int32 Array_Length ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray )


description: Gets a random item from specified array

code: static void Array_Random ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray, int32 & OutItem, int32 & OutIndex )


description: Gets a random item from specified array (using random stream)

code: static void Array_RandomFromStream ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray, [FRandomStream](API\Runtime\Core\Math\FRandomStream) & RandomStream, int32 & OutItem, int32 & OutIndex )


description: Remove item at the given index from the array.

code: static void Array_Remove ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray, int32 IndexToRemove )


description:
Remove all instances of item from array.
True if one or more items were removed

code: static bool Array_RemoveItem ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray, const int32 & Item )


description: Resize Array to specified size.

code: static void Array_Resize ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray, int32 Size )


description: Reverse the elements of an array

code: static void Array_Reverse ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray )


description: Given an array and an index, assigns the item to that array element

code: static void Array_Set ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray, int32 Index, const int32 & Item, bool bSizeToFit )


description: Shuffle (randomize) the elements of an array

code: static void Array_Shuffle ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray )


description: Shuffle (randomize) the elements of an array from a specific stream of random data, useful for achieving determinism

code: static void Array_ShuffleFromStream ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray, [FRandomStream](API\Runtime\Core\Math\FRandomStream) & RandomStream )


description: Swaps the elements at the specified positions in the specified array If the specified positions are equal, invoking this method leaves the array unchanged

code: static void Array_Swap ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TargetArray, int32 FirstIndex, int32 SecondIndex )


description:
Filter an array based on a Class derived from Actor.
An array containing only those objects which are derived from the class specified.

code: static void FilterArray ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & TargetArray, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [AActor](API\Runtime\Engine\GameFramework\AActor) > FilterClass, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & FilteredArray )


description: Native functions that will be called by the below custom thunk layers, which read off the property address, and call the appropriate native handler.

code: static int32 GenericArray_Add ( void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp, const void * NewItem )


code: static int32 GenericArray_AddUnique ( void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp, const void * NewItem )


code: static void GenericArray_Append ( void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * TargetArrayProp, void * SourceArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * SourceArrayProperty )


code: static void GenericArray_Clear ( void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp )


code: static int32 GenericArray_Find ( const void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProperty, const void * ItemToFind )


code: static bool GenericArray_Identical ( void * ArrayA, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayAProp, void * ArrayB, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayBProperty )


code: static void GenericArray_Get ( void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp, int32 Index, void * Item )


code: static void GenericArray_Insert ( void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp, const void * NewItem, int32 Index )


code: static bool GenericArray_IsEmpty ( const void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp )


code: static bool GenericArray_IsNotEmpty ( const void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp )


code: static bool GenericArray_IsValidIndex ( const void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp, int32 IndexToTest )


code: static int32 GenericArray_LastIndex ( const void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp )


code: static int32 GenericArray_Length ( const void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp )


code: static void GenericArray_Random ( void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp, void * OutItem, int32 * OutIndex )


code: static void GenericArray_RandomFromStream ( void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp, [FRandomStream](API\Runtime\Core\Math\FRandomStream) * RandomStream, void * OutItem, int32 * OutIndex )


code: static void GenericArray_Remove ( void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp, int32 IndexToRemove )


code: static bool GenericArray_RemoveItem ( void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp, const void * Item )


code: static void GenericArray_Resize ( void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp, int32 Size )


code: static void GenericArray_Reverse ( void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp )


code: static void GenericArray_Set ( void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp, int32 Index, const void * NewItem, bool bSizeToFit )


code: static void GenericArray_SetArrayPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwnerObject, [FName](API\Runtime\Core\UObject\FName) ArrayPropertyName, const void * SrcArrayAddr )


code: static void GenericArray_Shuffle ( void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp )


code: static void GenericArray_ShuffleFromStream ( void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp, [FRandomStream](API\Runtime\Core\Math\FRandomStream) * RandomStream )


code: static void GenericArray_Swap ( const void * TargetArray, const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProp, int32 First, int32 Second )


description: Helper function to get the last valid index of the array for error reporting, or 0 if the array is empty.

code: static int32 GetLastIndex ( const [FScriptArrayHelper](API\Runtime\CoreUObject\UObject\FScriptArrayHelper) & ArrayHelper )


className: MaxSupportedArraySize

code: static constexpr int32 MaxSupportedArraySize = TNumericLimits<int32>::Max();


className: ReachedMaximumContainerSizeWarning

description: Shared warning IDs for use by other container libraries.

code: static const [FName](API\Runtime\Core\UObject\FName) ReachedMaximumContainerSizeWarning = FName("ReachedMaximumContainerSizeWarning");


description: Not exposed to users. Supports setting an array property on an object by name.

code: static void SetArrayPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Value )


code: UKismetArrayLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UKismetArrayLibrary

code: class UKismetArrayLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Converts a GUID value to a string, in the form 'A-B-C-D'

code: static [FString](API\Runtime\Core\Containers\FString) Conv_GuidToString ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


description: Invalidates the given GUID

code: static void Invalidate_Guid ( [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


description: Returns true if the values are equal (A == B)

code: static bool EqualEqual_GuidGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & A, const [FGuid](API\Runtime\Core\Misc\FGuid) & B )


description: Checks whether the given GUID is valid

code: static bool IsValid_Guid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


description: Returns a new unique GUID


description: Returns true if the values are not equal (A != B)

code: static bool NotEqual_GuidGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & A, const [FGuid](API\Runtime\Core\Misc\FGuid) & B )


description: Converts a String of format EGuidFormats to a Guid. Returns Guid OutGuid, Returns bool Success

code: static void Parse_StringToGuid ( const [FString](API\Runtime\Core\Containers\FString) & GuidString, [FGuid](API\Runtime\Core\Misc\FGuid) & OutGuid, bool & Success )


code: UKismetGuidLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UKismetGuidLibrary

code: class UKismetGuidLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Calibrate the tilt for the input device

code: static void CalibrateTilt()


description: Test if the input key are equal (A == B)

code: static bool EqualEqual_KeyKey ( [FKey](API\Runtime\InputCore\FKey) A, [FKey](API\Runtime\InputCore\FKey) B )


description: Test if the input chords are equal (A == B)

code: static bool EqualEqual_InputChordInputChord ( [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) A, [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) B )


code: static float GetAnalogValue ( const [FAnalogInputEvent](API\Runtime\SlateCore\Input\FAnalogInputEvent) & Input )


description:
Returns the key for this event.
Key name

code: static [FKey](API\Runtime\InputCore\FKey) GetKey ( const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & Input )


description: Returns a snapshot of the cached modifier-keys state for the application.


code: static int32 GetUserIndex ( const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & Input )


description: The display name of the input chord

code: static [FText](API\Runtime\Core\Internationalization\FText) InputChord_GetDisplayName ( const [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) & Key )


description: Returns true if either alt key was down when this event occurred

code: static bool InputEvent_IsAltDown ( const [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) & Input )


description: Returns true if either command key was down when this event occurred

code: static bool InputEvent_IsCommandDown ( const [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) & Input )


description: Returns true if either control key was down when this event occurred

code: static bool InputEvent_IsControlDown ( const [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) & Input )


description: Returns true if left alt key was down when this event occurred

code: static bool InputEvent_IsLeftAltDown ( const [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) & Input )


description: Returns true if left control key was down when this event occurred

code: static bool InputEvent_IsLeftControlDown ( const [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) & Input )


description: Returns true if left command key was down when this event occurred

code: static bool InputEvent_IsLeftCommandDown ( const [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) & Input )


description: Returns true if left shift key was down when this event occurred

code: static bool InputEvent_IsLeftShiftDown ( const [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) & Input )


description: Returns whether or not this character is an auto-repeated keystroke

code: static bool InputEvent_IsRepeat ( const [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) & Input )


description: Returns true if right alt key was down when this event occurred

code: static bool InputEvent_IsRightAltDown ( const [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) & Input )


description: Returns true if right command key was down when this event occurred

code: static bool InputEvent_IsRightCommandDown ( const [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) & Input )


code: static bool InputEvent_IsRightControlDown ( const [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) & Input )


description: Returns true if right shift key was down when this event occurred

code: static bool InputEvent_IsRightShiftDown ( const [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) & Input )


description: Returns true if either shift key was down when this event occurred

code: static bool InputEvent_IsShiftDown ( const [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) & Input )


description: Returns the display name of the key.

code: static [FText](API\Runtime\Core\Internationalization\FText) Key_GetDisplayName ( const [FKey](API\Runtime\InputCore\FKey) & Key, bool bLongDisplayName )


description: Returns the navigation action corresponding to this key, or Invalid if not found

code: static EUINavigation Key_GetNavigationDirectionFromAnalog ( const [FAnalogInputEvent](API\Runtime\SlateCore\Input\FAnalogInputEvent) & InAnalogEvent )


code: static EUINavigationAction Key_GetNavigationAction ( const [FKey](API\Runtime\InputCore\FKey) & InKey )


code: static EUINavigationAction Key_GetNavigationActionFromKey ( const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description: Returns true if the key is an analog axis

code: static bool Key_IsAnalog ( const [FKey](API\Runtime\InputCore\FKey) & Key )


code: static EUINavigation Key_GetNavigationDirectionFromKey ( const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description: Returns true if the key is a 1D (float) axis

code: static bool Key_IsAxis1D ( const [FKey](API\Runtime\InputCore\FKey) & Key )


description: Returns true if the key is a 2D (vector) axis

code: static bool Key_IsAxis2D ( const [FKey](API\Runtime\InputCore\FKey) & Key )


description: Returns true if the key is a 3D (vector) axis

code: static bool Key_IsAxis3D ( const [FKey](API\Runtime\InputCore\FKey) & Key )


description: Returns true if the key is a 1D axis emulating a digital button press.

code: static bool Key_IsButtonAxis ( const [FKey](API\Runtime\InputCore\FKey) & Key )


description: Returns true if the key is a digital button press

code: static bool Key_IsDigital ( const [FKey](API\Runtime\InputCore\FKey) & Key )


description: Returns true if the key is a keyboard button

code: static bool Key_IsKeyboardKey ( const [FKey](API\Runtime\InputCore\FKey) & Key )


description: Returns true if the key is a gamepad button

code: static bool Key_IsGamepadKey ( const [FKey](API\Runtime\InputCore\FKey) & Key )


description: Returns true if the key is a modifier key: Ctrl, Command, Alt, Shift

code: static bool Key_IsModifierKey ( const [FKey](API\Runtime\InputCore\FKey) & Key )


description: Returns true if this is a valid key.

code: static bool Key_IsValid ( const [FKey](API\Runtime\InputCore\FKey) & Key )


description: Returns true if the key is a mouse button

code: static bool Key_IsMouseButton ( const [FKey](API\Runtime\InputCore\FKey) & Key )


description: Deprecated. Use Is Axis 2D/3D instead.

code: static bool Key_IsVectorAxis ( const [FKey](API\Runtime\InputCore\FKey) & Key )


description: Returns true if either alt key was down when the key state was captured

code: static bool ModifierKeysState_IsAltDown ( const [FSlateModifierKeysState](API\Runtime\Engine\Kismet\FSlateModifierKeysState) & KeysState )


description: Returns true if either command key was down when the key state was captured

code: static bool ModifierKeysState_IsCommandDown ( const [FSlateModifierKeysState](API\Runtime\Engine\Kismet\FSlateModifierKeysState) & KeysState )


description: Returns true if either control key was down when the key state was captured

code: static bool ModifierKeysState_IsControlDown ( const [FSlateModifierKeysState](API\Runtime\Engine\Kismet\FSlateModifierKeysState) & KeysState )


description: Returns true if either shift key was down when the key state was captured

code: static bool ModifierKeysState_IsShiftDown ( const [FSlateModifierKeysState](API\Runtime\Engine\Kismet\FSlateModifierKeysState) & KeysState )


description: Returns the distance the mouse traveled since the last event was handled.

code: static FVector2D PointerEvent_GetCursorDelta ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & Input )


description: Returns the position of the cursor in screen space last time we handled an input event

code: static FVector2D PointerEvent_GetLastScreenSpacePosition ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & Input )


description: Mouse button that caused this event to be raised (possibly FKey::Invalid)

code: static [FKey](API\Runtime\InputCore\FKey) PointerEvent_GetEffectingButton ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & Input )


description: Returns the change in gesture value since the last gesture event of the same type.

code: static FVector2D PointerEvent_GetGestureDelta ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & Input )


description: Returns the type of touch gesture

code: static ESlateGesture PointerEvent_GetGestureType ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & Input )


description: Returns the unique identifier of the pointer (e.g., finger index)

code: static int32 PointerEvent_GetPointerIndex ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & Input )


description: Returns The position of the cursor in screen space

code: static FVector2D PointerEvent_GetScreenSpacePosition ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & Input )


description: Returns the index of the touch pad that generated this event (for platforms with multiple touch pads per user)

code: static int32 PointerEvent_GetTouchpadIndex ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & Input )


description: Returns the index of the user that caused the event

code: static int32 PointerEvent_GetUserIndex ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & Input )


description: How much did the mouse wheel turn since the last mouse event

code: static float PointerEvent_GetWheelDelta ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & Input )


description: Mouse buttons that are currently pressed

code: static bool PointerEvent_IsMouseButtonDown ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & Input, [FKey](API\Runtime\InputCore\FKey) MouseButton )


description: Returns true if this event a result from a touch (as opposed to a mouse)

code: static bool PointerEvent_IsTouchEvent ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & Input )


code: UKismetInputLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UKismetInputLibrary

code: class UKismetInputLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Clear the given asset group category culture.

code: static void ClearCurrentAssetGroupCulture ( const [FName](API\Runtime\Core\UObject\FName) AssetGroup, const bool SaveToConfig )


description:
Get the display name of the given culture.
The display name of the culture, or the given culture code on failure.

code: static [FString](API\Runtime\Core\Containers\FString) GetCultureDisplayName ( const [FString](API\Runtime\Core\Containers\FString) & Culture, const bool Localized )


description:
Returns the current language if the group category doesn't have a culture override.
The culture as an IETF language tag (eg, "zh-Hans-CN").

code: static [FString](API\Runtime\Core\Containers\FString) GetCurrentAssetGroupCulture ( const [FName](API\Runtime\Core\UObject\FName) AssetGroup )


description: This function exists for legacy API parity with SetCurrentCulture and is equivalent to GetCurrentLanguage.


description: Get the current language (for localization) as an IETF language tag:


description: Get the current locale (for internationalization) as an IETF language tag:


description:
Get the list of cultures that have localization data available for them.
The list of cultures as IETF language tags (eg, "zh-Hans-CN").

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetLocalizedCultures ( const ELocalizationLoadFlags LoadFlags )


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetLocalizedCultures ( const bool IncludeGame, const bool IncludeEngine, const bool IncludeEditor, const bool IncludeAdditional )


description:
Get the native culture for the given localization category.
The culture as an IETF language tag (eg, "zh-Hans-CN").

code: static [FString](API\Runtime\Core\Containers\FString) GetNativeCulture ( const ELocalizedTextSourceCategory TextCategory )


description:
Given a list of available cultures, try and find the most suitable culture from the list based on culture prioritization. eg) If your list was [en, fr, de] and the given culture was "en-US", this function would return "en". eg) If your list was [zh, ar, pl] and the given culture was "en-US", this function would return the fallback culture.
The culture as an IETF language tag (eg, "zh-Hans-CN").

code: static [FString](API\Runtime\Core\Containers\FString) GetSuitableCulture ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & AvailableCultures, const [FString](API\Runtime\Core\Containers\FString) & CultureToMatch, const [FString](API\Runtime\Core\Containers\FString) & FallbackCulture )


description:
Set the given asset group category culture from an IETF language tag (eg, "zh-Hans-CN").
True if the culture was set, false otherwise.

code: static bool SetCurrentAssetGroupCulture ( const [FName](API\Runtime\Core\UObject\FName) AssetGroup, const [FString](API\Runtime\Core\Containers\FString) & Culture, const bool SaveToConfig )


description:
This function is a sledgehammer, and will set both the language and locale, as well as clear out any asset group cultures that may be set.
True if the culture was set, false otherwise.

code: static bool SetCurrentCulture ( const [FString](API\Runtime\Core\Containers\FString) & Culture, const bool SaveToConfig )


description:
Set the current language (for localization) and locale (for internationalization).
True if the language and locale were set, false otherwise.

code: static bool SetCurrentLanguageAndLocale ( const [FString](API\Runtime\Core\Containers\FString) & Culture, const bool SaveToConfig )


description:
Unless you're doing something advanced, you likely want SetCurrentLanguageAndLocale or SetCurrentCulture instead.
True if the locale was set, false otherwise.

code: static bool SetCurrentLocale ( const [FString](API\Runtime\Core\Containers\FString) & Culture, const bool SaveToConfig )


className: UKismetInternationalizationLibrary

code: class UKismetInternationalizationLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Creates a Dynamic Material Instance which you can modify during gameplay.

code: static [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * CreateDynamicMaterialInstance ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Parent, [FName](API\Runtime\Core\UObject\FName) OptionalName, EMIDCreationFlags CreationFlags )


description: Gets a scalar parameter value from the material collection instance. Logs if ParameterName is invalid.

code: static float GetScalarParameterValue ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UMaterialParameterCollection](API\Runtime\Engine\Materials\UMaterialParameterCollection) * Collection, [FName](API\Runtime\Core\UObject\FName) ParameterName )


description: Gets a vector parameter value from the material collection instance. Logs if ParameterName is invalid.

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetVectorParameterValue ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UMaterialParameterCollection](API\Runtime\Engine\Materials\UMaterialParameterCollection) * Collection, [FName](API\Runtime\Core\UObject\FName) ParameterName )


description: Sets a scalar parameter value on the material collection instance. Logs if ParameterName is invalid.

code: static void SetScalarParameterValue ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UMaterialParameterCollection](API\Runtime\Engine\Materials\UMaterialParameterCollection) * Collection, [FName](API\Runtime\Core\UObject\FName) ParameterName, float ParameterValue )


description: Sets a vector parameter value on the material collection instance. Logs if ParameterName is invalid.

code: static void SetVectorParameterValue ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UMaterialParameterCollection](API\Runtime\Engine\Materials\UMaterialParameterCollection) * Collection, [FName](API\Runtime\Core\UObject\FName) ParameterName, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & ParameterValue )


className: UKismetMaterialLibrary

code: class UKismetMaterialLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Returns the absolute (positive) value of A

code: static double Abs ( double A )


code: static int32 Abs_Int ( int32 A )


description:
Unless you're doing something advanced, you likely want SetCurrentLanguageAndLocale or SetCurrentCulture instead.
True if the language was set, false otherwise.

code: static bool SetCurrentLanguage ( const [FString](API\Runtime\Core\Containers\FString) & Culture, const bool SaveToConfig )


code: static int64 Abs_Int64 ( int64 A )


description: Returns the inverse cosine (arccos) of A (result is in Radians)

code: static double Acos ( double A )


description: Addition (A + B)

code: static uint8 Add_ByteByte ( uint8 A, uint8 B )


description: Addition (A + B)

code: static [FDateTime](API\Runtime\Core\Misc\FDateTime) Add_DateTimeDateTime ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A, [FDateTime](API\Runtime\Core\Misc\FDateTime) B )


description: DateTime functions

code: static [FDateTime](API\Runtime\Core\Misc\FDateTime) Add_DateTimeTimespan ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A, [FTimespan](API\Runtime\Core\Misc\FTimespan) B )


description: Addition (A + B)

code: static double Add_DoubleDouble ( double A, double B )


description: Deprecated* This method has been deprecated and will be removed. Use the double version instead.

code: static float Add_FloatFloat ( float A, float B )


description: Addition (A + B)

code: static int64 Add_Int64Int64 ( int64 A, int64 B )


description: Addition (A + B)

code: static int32 Add_IntInt ( int32 A, int32 B )


description: Addition (A - B)

code: static FIntPoint Add_IntPointInt ( FIntPoint A, int32 B )


description: Returns IntPoint A added by B

code: static FIntPoint Add_IntPointIntPoint ( FIntPoint A, FIntPoint B )


description: Element-wise addition of two linear colors (R+R, G+G, B+B, A+A)

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) Add_LinearColorLinearColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) A, [FLinearColor](API\Runtime\Core\Math\FLinearColor) B )


description:
Gets the result of adding a matrix to this.
The result of addition.

code: static FMatrix Add_MatrixMatrix ( const FMatrix & A, const FMatrix & B )


description: Returns addition of Vector A and Vector B (A + B)

code: static FQuat Add_QuatQuat ( const FQuat & A, const FQuat & B )


description: Timespan functions

code: static [FTimespan](API\Runtime\Core\Misc\FTimespan) Add_TimespanTimespan ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A, [FTimespan](API\Runtime\Core\Misc\FTimespan) B )


code: static FVector2D Add_Vector2DVector2D ( FVector2D A, FVector2D B )


description: Returns Vector A added by B

code: static FVector2D Add_Vector2DFloat ( FVector2D A, double B )


code: static FVector4 Add_Vector4Vector4 ( const FVector4 & A, const FVector4 & B )


description: Adds a float to each component of a vector

code: static FVector Add_VectorFloat ( FVector A, double B )


description: Adds an integer to each component of a vector

code: static FVector Add_VectorInt ( FVector A, int32 B )


description: Vector addition

code: static FVector Add_VectorVector ( FVector A, FVector B )


description: Bitwise AND (A & B)

code: static int64 And_Int64Int64 ( int64 A, int64 B )


description: Bitwise AND (A & B)

code: static int32 And_IntInt ( int32 A, int32 B )


description: Returns the inverse sine (arcsin) of A (result is in Radians)

code: static double Asin ( double A )


description: Returns the inverse tan (atan) (result is in Radians)

code: static double Atan ( double A )


description: Returns the inverse tan (atan2) of A/B (result is in Radians)

code: static double Atan2 ( double Y, double X )


description: Returns average of all array entries. Returns value of 0 if the supplied array is empty.

code: static void AverageOfIntArray ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & IntArray, float & AverageValue )


description: Returns the maximum value of A and B

code: static uint8 BMax ( uint8 A, uint8 B )


description: Returns the minimum value of A and B

code: static uint8 BMin ( uint8 A, uint8 B )


description: Returns the logical AND of two values (A AND B)

code: static bool BooleanAND ( bool A, bool B )


description: Returns the logical NAND of two values (A AND B)

code: static bool BooleanNAND ( bool A, bool B )


description: Returns the logical Not OR of two values (A NOR B)

code: static bool BooleanNOR ( bool A, bool B )


description: Returns the logical OR of two values (A OR B)

code: static bool BooleanOR ( bool A, bool B )


description: Returns the logical eXclusive OR of two values (A XOR B)

code: static bool BooleanXOR ( bool A, bool B )


description: Breaks an FBoxSphereBounds into origin, extent, and radius

code: static void BreakBoxSphereBounds ( const FBoxSphereBounds & InBoxSphereBounds, FVector & Origin, FVector & BoxExtent, float & SphereRadius )


description: Breaks apart a color into individual RGB components (as well as alpha)

code: static void BreakColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor, float & R, float & G, float & B, float & A )


description: Breaks a DateTime into its components

code: static void BreakDateTime ( [FDateTime](API\Runtime\Core\Misc\FDateTime) InDateTime, int32 & Year, int32 & Month, int32 & Day, int32 & Hour, int32 & Minute, int32 & Second, int32 & Millisecond )


description: Breaks aFFrameRateinto a numerator and denominator.

code: static void BreakFrameRate ( const [FFrameRate](API\Runtime\Core\Misc\FFrameRate) & InFrameRate, int32 & Numerator, int32 & Denominator )


description: Breaks aFQualifiedFrameTimeinto its component parts again.

code: static void BreakQualifiedFrameTime ( const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & InFrameTime, [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & Frame, [FFrameRate](API\Runtime\Core\Misc\FFrameRate) & FrameRate, float & SubFrame )


description: Breaks a quat apart into X, Y, Z, W

code: static void BreakQuat ( const FQuat & InQuat, float & X, float & Y, float & Z, float & W )


description: Breaks apart a random number generator

code: static void BreakRandomStream ( const [FRandomStream](API\Runtime\Core\Math\FRandomStream) & InRandomStream, int32 & InitialSeed )


description: Breaks apart a rotator into {Roll, Pitch, Yaw} angles in degrees

code: static void BreakRotator ( FRotator InRot, float & Roll, float & Pitch, float & Yaw )


description: Breaks apart a rotator into its component axes

code: static void BreakRotIntoAxes ( const FRotator & InRot, FVector & X, FVector & Y, FVector & Z )


description: Breaks a Timespan into its components

code: static void BreakTimespan ( [FTimespan](API\Runtime\Core\Misc\FTimespan) InTimespan, int32 & Days, int32 & Hours, int32 & Minutes, int32 & Seconds, int32 & Milliseconds )


description: Breaks a Timespan into its components

code: static void BreakTimespan2 ( [FTimespan](API\Runtime\Core\Misc\FTimespan) InTimespan, int32 & Days, int32 & Hours, int32 & Minutes, int32 & Seconds, int32 & FractionNano )


description: Breaks apart a transform into location, rotation and scale

code: static void BreakTransform ( const FTransform & InTransform, FVector & Location, FRotator & Rotation, FVector & Scale )


description: Deprecated* This method has been deprecated and will be removed. Use the double version instead.

code: static void BreakVector ( FVector InVec, float & X, float & Y, float & Z )


description: Breaks a vector apart into X, Y, Z

code: static void BreakVector ( FVector InVec, double & X, double & Y, double & Z )


code: static void BreakVector2D ( FVector2D InVec, float & X, float & Y )


description: Breaks a 2D vector apart into X, Y.

code: static void BreakVector2D ( FVector2D InVec, double & X, double & Y )


code: static void BreakVector3f ( FVector3f InVec, float & X, float & Y, float & Z )


code: static void BreakVector4 ( const FVector4 & InVec, float & X, float & Y, float & Z, float & W )


description: Breaks a 4D vector apart into X, Y, Z, W.

code: static void BreakVector4 ( const FVector4 & InVec, double & X, double & Y, double & Z, double & W )


code: static void BreakVector_NetQuantize ( FVector_NetQuantize InVec, double & X, double & Y, double & Z )


code: static void BreakVector_NetQuantize10 ( FVector_NetQuantize10 InVec, double & X, double & Y, double & Z )


code: static void BreakVector_NetQuantize100 ( FVector_NetQuantize100 InVec, double & X, double & Y, double & Z )


code: static void BreakVector_NetQuantizeNormal ( FVector_NetQuantizeNormal InVec, double & X, double & Y, double & Z )


description:
Interpolate Linear Color from Current to Target. Scaled by distance to Target, so it has a strong start speed and ease out.
New interpolated Color

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) CInterpTo ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) Current, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Target, float DeltaTime, float InterpSpeed )


description: Returns Value clamped to be between A and B (inclusive)

code: static int32 Clamp ( int32 Value, int32 Min, int32 Max )


description:
Clamps an arbitrary angle to be between the given angles. Will clamp to nearest boundary.
Returns clamped angle in the range -180..180.

code: static double ClampAngle ( double AngleDegrees, double MinAngleDegrees, double MaxAngleDegrees )


description:
Creates a copy of this vector with both axes clamped to the given range.
New vector with clamped axes.

code: static FVector2D ClampAxes2D ( FVector2D A, double MinAxisVal, double MaxAxisVal )


description:
Clamps an angle to the range of [0, 360].
The clamped angle.

code: static float ClampAxis ( float Angle )


code: static int64 ClampInt64 ( int64 Value, int64 Min, int64 Max )


description: Create a copy of this vector, with its magnitude/size/length clamped between Min and Max.

code: static FVector ClampVectorSize ( FVector A, double Min, double Max )


description:
Determine if a class is a child of another class.
true if TestClass == ParentClass, or if TestClass is a child of ParentClass; false otherwise, or if either the value for either parameter is 'None'.

code: static bool ClassIsChildOf ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) > TestClass, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) > ParentClass )


description: Combine 2 rotations to give you the resulting rotation of first applying A, then B.

code: static FRotator ComposeRotators ( FRotator A, FRotator B )


description:
Example: LocalToWorld = ComposeTransforms(DeltaRotation, LocalToWorld) will change rotation in local space by DeltaRotation. Example: LocalToWorld = ComposeTransforms(LocalToWorld, DeltaRotation) will change rotation in world space by DeltaRotation.
New transform: A * B

code: static FTransform ComposeTransforms ( const FTransform & A, const FTransform & B )


description: Converts a bool to a byte

code: static uint8 Conv_BoolToByte ( bool InBool )


description: Converts a bool to a float (0.0 or 1.0)

code: static double Conv_BoolToDouble ( bool InBool )


description: Converts a bool to a float (0.0f or 1.0f)

code: static float Conv_BoolToFloat ( bool InBool )


description: Converts a bool to an int

code: static int32 Conv_BoolToInt ( bool InBool )


description: Converts a byte to a float

code: static double Conv_ByteToDouble ( uint8 InByte )


description: K2 Utilities

code: static float Conv_ByteToFloat ( uint8 InByte )


description: Converts a byte to an integer

code: static int32 Conv_ByteToInt ( uint8 InByte )


description: Converts a byte to an integer

code: static int64 Conv_ByteToInt64 ( uint8 InByte )


description: Converts a color to LinearColor

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) Conv_ColorToLinearColor ( [FColor](API\Runtime\Core\Math\FColor) InColor )


description: Converts a 64 bit floating point to a 32 bit floating point (if the float is too large, returns the low 32 bits)

code: static float Conv_DoubleToFloat ( double InDouble )


description: Converts a float to a 64 bit integer

code: static int64 Conv_DoubleToInt64 ( double InDouble )


description: Converts a float into a LinearColor, where each RGB element is that float

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) Conv_DoubleToLinearColor ( double InDouble )


description: Converts a double into a vector, where each element is that float

code: static FVector Conv_DoubleToVector ( double InDouble )


description: Convert a float into a vector, where each element is that float

code: static FVector2D Conv_DoubleToVector2D ( double InDouble )


description: Converts a 32 bit floating point to a 64 bit floating point

code: static double Conv_FloatToDouble ( float InFloat )


description: Converts a float into a LinearColor, where each element is a float

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) Conv_FloatToLinearColor ( float InFloat )


description: Converts a float into a vector, where each element is that float

code: static FVector Conv_FloatToVector ( float InFloat )


description: Converts a 64 bit integer to a byte (if the integer is too large, returns the low 8 bits)

code: static uint8 Conv_Int64ToByte ( int64 InInt )


description: Converts a 64 bit integer to a float

code: static double Conv_Int64ToDouble ( int64 InInt )


description: Converts a 64 bit integer to a 32 bit integer (if the integer is too large, returns the low 32 bits)

code: static int32 Conv_Int64ToInt ( int64 InInt )


description: IntPoint functionsConverts an IntPoint to a Vector2D

code: static FVector2D Conv_IntPointToVector2D ( FIntPoint InIntPoint )


description: Converts a int to a bool

code: static bool Conv_IntToBool ( int32 InInt )


description: Converts an integer to a byte (if the integer is too large, returns the low 8 bits)

code: static uint8 Conv_IntToByte ( int32 InInt )


description: Converts an integer to a float

code: static double Conv_IntToDouble ( int32 InInt )


description: Converts an integer to a float

code: static float Conv_IntToFloat ( int32 InInt )


description: Converts an integer to a 64 bit integer

code: static int64 Conv_IntToInt64 ( int32 InInt )


description: Converts an integer to an IntVector

code: static FIntVector Conv_IntToIntVector ( int32 InInt )


description: Converts an integer to a FVector

code: static FVector Conv_IntToVector ( int32 InInt )


description: Converts an IntVector to a vector

code: static FVector Conv_IntVectorToVector ( const FIntVector & InIntVector )


description: Quantizes the linear color and returns the result as aFColorwith optional sRGB conversion and quality as goal.

code: static [FColor](API\Runtime\Core\Math\FColor) Conv_LinearColorToColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InLinearColor, bool InUseSRGB )


description: Converts a LinearColor to a vector

code: static FVector Conv_LinearColorToVector ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InLinearColor )


description: Converts a Matrix to a Rotator (Assumes Matrix represents a transform)

code: static FRotator Conv_MatrixToRotator ( const FMatrix & InMatrix )


description: FMatrix

code: static FTransform Conv_MatrixToTransform ( const FMatrix & InMatrix )


description: Converts to Quaternion representation of this Rotator.

code: static FQuat Conv_RotatorToQuaternion ( FRotator InRot )


description: Converts Rotator to Transform

code: static FTransform Conv_RotatorToTransform ( const FRotator & InRotator )


description: Get the X direction vector after this rotation

code: static FVector Conv_RotatorToVector ( FRotator InRot )


description: Converts a Transform to a Matrix with scale

code: static FMatrix Conv_TransformToMatrix ( const FTransform & Transform )


description: Converts a Vector2D to an IntPoint

code: static FIntPoint Conv_Vector2DToIntPoint ( FVector2D InVector2D )


description: Converts a Vector2D to a Vector

code: static FVector Conv_Vector2DToVector ( FVector2D InVector2D, float Z )


description:
If you don't care about preserving the up vector and just want the most direct rotation, you can use the faster 'FindBetweenVectors(ForwardVector, YourVector)' or 'FindBetweenNormals(...)' if you know the vector is of unit length.
Quaternion from the Vector's direction, without any roll.

code: static FQuat Conv_Vector4ToQuaternion ( const FVector4 & InVec )


description:
Return the FRotator orientation corresponding to the direction in which the vector points. Sets Yaw and Pitch to the proper numbers, and sets Roll to zero because the roll can't be determined from a vector.
FRotator from the Vector's direction, without any roll.

code: static FRotator Conv_Vector4ToRotator ( const FVector4 & InVec )


description: Converts a Vector4 to a Vector (dropping the W element)

code: static FVector Conv_Vector4ToVector ( const FVector4 & InVector4 )


description: Converts a vector to LinearColor

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) Conv_VectorToLinearColor ( FVector InVec )


code: static FQuat Conv_VectorToQuaternion ( FVector InVec )


code: static FRotator Conv_VectorToRotator ( FVector InVec )


description: Converts a vector to a transform. Uses vector as location

code: static FTransform Conv_VectorToTransform ( FVector InLocation )


description: Converts a Vector to a Vector2D using the Vector's (X, Y) coordinates

code: static FVector2D Conv_VectorToVector2D ( FVector InVector )


description: Returns the cosine of A (expects Radians)

code: static double Cos ( double A )


description: Creates a directional vector from rotation values {Pitch, Yaw} supplied in degrees with specified Length

code: static FVector CreateVectorFromYawPitch ( float Yaw, float Pitch, float Length )


description: Returns the cross product of two 3d vectors - seehttp://mathworld.wolfram.com/CrossProduct.html

code: static FVector Cross_VectorVector ( FVector A, FVector B )


description: Returns the cross product of two 2d vectors - seehttp://mathworld.wolfram.com/CrossProduct.html

code: static double CrossProduct2D ( FVector2D A, FVector2D B )


description: Converts a date string in ISO-8601 format to a DateTime object

code: static bool DateTimeFromIsoString ( [FString](API\Runtime\Core\Containers\FString) IsoString, [FDateTime](API\Runtime\Core\Misc\FDateTime) & Result )


description: Returns the maximum date and time value


description: Converts a date string to a DateTime object

code: static bool DateTimeFromString ( [FString](API\Runtime\Core\Containers\FString) DateTimeString, [FDateTime](API\Runtime\Core\Misc\FDateTime) & Result )


description: Returns the minimum date and time value


description: Returns the number of days in the given year and month

code: static int32 DaysInMonth ( int32 Year, int32 Month )


description: Returns the number of days in the given year

code: static int32 DaysInYear ( int32 Year )


description: Returns the inverse cos (arccos) of A (result is in Degrees)

code: static double DegAcos ( double A )


description: Returns the inverse sin (arcsin) of A (result is in Degrees)

code: static double DegAsin ( double A )


description: Returns the inverse tan (atan) (result is in Degrees)

code: static double DegAtan ( double A )


description: Returns the inverse tan (atan2) of A/B (result is in Degrees)

code: static double DegAtan2 ( double Y, double X )


description: Returns the cos of A (expects Degrees)

code: static double DegCos ( double A )


description: Returns radians value based on the input degrees

code: static double DegreesToRadians ( double A )


description: Returns the tan of A (expects Degrees)

code: static double DegTan ( double A )


description: Returns the sin of A (expects Degrees)

code: static double DegSin ( double A )


description:
Distance between two 2D points.
The distance between two 2D points.

code: static double Distance2D ( FVector2D V1, FVector2D V2 )


description: Division (A / B)

code: static uint8 Divide_ByteByte ( uint8 A, uint8 B )


description:
Squared distance between two 2D points.
The squared distance between two 2D points.

code: static double DistanceSquared2D ( FVector2D V1, FVector2D V2 )


description: Division (A / B)

code: static double Divide_DoubleDouble ( double A, double B )


description: Division (A / B)

code: static int64 Divide_Int64Int64 ( int64 A, int64 B )


description: Division (A / B)

code: static int32 Divide_IntInt ( int32 A, int32 B )


description: Returns IntPoint A divided by B

code: static FIntPoint Divide_IntPointIntPoint ( FIntPoint A, FIntPoint B )


description: Division (A * B)

code: static FIntPoint Divide_IntPointInt ( FIntPoint A, int32 B )


description: Element-wise multiplication of two linear colors (R/R, G/G, B/B, A/A)

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) Divide_LinearColorLinearColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) A, [FLinearColor](API\Runtime\Core\Math\FLinearColor) B )


description: Scalar division (A / s)

code: static [FTimespan](API\Runtime\Core\Misc\FTimespan) Divide_TimespanFloat ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A, float Scalar )


description: Returns Vector A divided by B

code: static FVector2D Divide_Vector2DFloat ( FVector2D A, double B )


description: Element-wise Vector divide (Result = {A.x/B.x, A.y/B.y, A.z/B.z, A.w/B.w})

code: static FVector4 Divide_Vector4Vector4 ( const FVector4 & A, const FVector4 & B )


description: Element-wise Vector divide (Result = {A.x/B.x, A.y/B.y})

code: static FVector2D Divide_Vector2DVector2D ( FVector2D A, FVector2D B )


description: Deprecated* This method has been deprecated and will be removed. Use the double version instead.

code: static float Divide_FloatFloat ( float A, float B )


description: Vector divide by an integer

code: static FVector Divide_VectorInt ( FVector A, int32 B )


description: Vector divide by a float

code: static FVector Divide_VectorFloat ( FVector A, double B )


description: Element-wise Vector division (Result = {A.x/B.x, A.y/B.y, A.z/B.z})

code: static FVector Divide_VectorVector ( FVector A, FVector B )


description: Returns the dot product of two 2d vectors - seehttp://mathworld.wolfram.com/DotProduct.html

code: static double DotProduct2D ( FVector2D A, FVector2D B )


description: Returns the dot product of two 3d vectors - seehttp://mathworld.wolfram.com/DotProduct.html

code: static double Dot_VectorVector ( FVector A, FVector B )


description:
Calculates the new value in a weighted moving average series using the previous value and a weight range. The weight range is used to dynamically adjust based upon distance between the samples This allows you to smooth a value more aggressively for small noise and let large movements be smoothed less (or vice versa)
the next value in the series

code: static FRotator DynamicWeightedMovingAverage_FRotator ( FRotator CurrentSample, FRotator PreviousSample, float MaxDistance, float MinWeight, float MaxWeight )


code: static float DynamicWeightedMovingAverage_Float ( float CurrentSample, float PreviousSample, float MaxDistance, float MinWeight, float MaxWeight )


code: static FVector DynamicWeightedMovingAverage_FVector ( FVector CurrentSample, FVector PreviousSample, float MaxDistance, float MinWeight, float MaxWeight )


description: Easeing between A and B using a specified easing function

code: static double Ease ( double A, double B, double Alpha, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EEasingFunc::Type](API\Runtime\Engine\Kismet\EEasingFunc__Type) > EasingFunc, double BlendExp, int32 Steps )


description: Returns true if the values are equal (A == B)

code: static bool EqualEqual_BoolBool ( bool A, bool B )


description: Returns true if A is equal to B (A == B)

code: static bool EqualEqual_ByteByte ( uint8 A, uint8 B )


description: Class operators and functions.Returns true if A and B are equal (A == B)

code: static bool EqualEqual_ClassClass ( class [UClass](API\Runtime\CoreUObject\UObject\UClass) * A, class [UClass](API\Runtime\CoreUObject\UObject\UClass) * B )


code: static bool EqualEqual_DateTimeDateTime ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A, [FDateTime](API\Runtime\Core\Misc\FDateTime) B )


description: Returns true if A is exactly equal to B (A == B)

code: static bool EqualEqual_DoubleDouble ( double A, double B )


code: static bool EqualEqual_Int64Int64 ( int64 A, int64 B )


code: static bool EqualEqual_IntInt ( int32 A, int32 B )


code: static bool EqualEqual_FloatFloat ( float A, float B )


description: Returns true if linear color A is equal to linear color B (A == B) within a specified error tolerance

code: static bool EqualEqual_LinearColorLinearColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) A, [FLinearColor](API\Runtime\Core\Math\FLinearColor) B )


description:
Checks whether another Matrix is equal to this, within specified tolerance.
true if two Matrix are equal, within specified tolerance, otherwise false.

code: static bool EqualEqual_MatrixMatrix ( const FMatrix & A, const FMatrix & B, float Tolerance )


description: FName

code: static bool EqualEqual_NameName ( [FName](API\Runtime\Core\UObject\FName) A, [FName](API\Runtime\Core\UObject\FName) B )


description: Object operators and functions.Returns true if A and B are equal (A == B)

code: static bool EqualEqual_ObjectObject ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * A, class [UObject](API\Runtime\CoreUObject\UObject\UObject) * B )


description: Quat functionsReturns true if Quaternion A is equal to Quaternion B (A == B) within a specified error tolerance

code: static bool EqualEqual_QuatQuat ( const FQuat & A, const FQuat & B, float Tolerance )


description: Returns true if rotator A is equal to rotator B (A == B) within a specified error tolerance

code: static bool EqualEqual_RotatorRotator ( FRotator A, FRotator B, float ErrorTolerance )


code: static bool EqualEqual_TimespanTimespan ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A, [FTimespan](API\Runtime\Core\Misc\FTimespan) B )


description: Returns true if transform A is equal to transform B

code: static bool EqualEqual_TransformTransform ( const FTransform & A, const FTransform & B )


description: Returns true if vector A is equal to vector B (A == B) within a specified error tolerance

code: static bool EqualEqual_VectorVector ( FVector A, FVector B, float ErrorTolerance )


code: static bool EqualEqual_Vector4Vector4 ( const FVector4 & A, const FVector4 & B, float ErrorTolerance )


description: Returns true if vector2D A is equal to vector2D B (A == B) within a specified error tolerance

code: static bool EqualEqual_Vector2DVector2D ( FVector2D A, FVector2D B, float ErrorTolerance )


description: Returns true if vector A is equal to vector B (A == B)

code: static bool EqualExactly_Vector2DVector2D ( FVector2D A, FVector2D B )


code: static bool EqualExactly_Vector4Vector4 ( const FVector4 & A, const FVector4 & B )


description: Returns true if IntPoint A is equal to IntPoint B (A == B)

code: static bool Equal_IntPointIntPoint ( FIntPoint A, FIntPoint B )


description: Returns exponential(e) to the power A (e^A)

code: static double Exp ( double A )


code: static bool EqualExactly_VectorVector ( FVector A, FVector B )


description: Rounds A up towards positive infinity / up to the next integer (e.g., -1.6 becomes -1 and 1.6 becomes 2)

code: static int32 FCeil ( double A )


code: static int64 FCeil64 ( double A )


description: Returns Value clamped between A and B (inclusive)

code: static double FClamp ( double Value, double Min, double Max )


description: Rounds A down towards negative infinity / down to the previous integer (e.g., -1.6 becomes -2 and 1.6 becomes 1)

code: static int64 FFloor64 ( double A )


code: static int32 FFloor ( double A )


description:
Find the closest point on an infinite line to a given point.
The closest point on the line to the given point.

code: static FVector FindClosestPointOnLine ( FVector Point, FVector LineOrigin, FVector LineDirection )


description:
Find the closest point on a segment to a given point.
The closest point on the segment to the given point.

code: static FVector FindClosestPointOnSegment ( FVector Point, FVector SegmentStart, FVector SegmentEnd )


description: Find a local rotation (range of [-180, 180]) for an object with StartTransform to point at TargetLocation. Useful for getting LookAt Azimuth or Pawn Aim Offset.

code: static FRotator FindRelativeLookAtRotation ( const FTransform & StartTransform, const FVector & TargetLocation )


description: Find a rotation for an object at Start location to point at Target location.

code: static FRotator FindLookAtRotation ( const FVector & Start, const FVector & Target )


description: Interpolate between A and B, applying an ease in/out function. Exp controls the degree of the curve.

code: static double FInterpEaseInOut ( double A, double B, double Alpha, double Exponent )


description:
Interpolation functions Tries to reach Target based on distance from Current position, giving a nice smooth feeling when tracking a position.
New interpolated position

code: static double FInterpTo ( double Current, double Target, double DeltaTime, double InterpSpeed )


description:
Tries to reach Target at a constant rate.
New interpolated position

code: static double FInterpTo_Constant ( double Current, double Target, double DeltaTime, double InterpSpeed )


description:
Returns a new rotation component value
a new rotation component value clamped in the range (-360,360)

code: static float FixedTurn ( float InCurrent, float InDesired, float InDeltaRate )


description: Find closest points between 2 segments.

code: static void FindNearestPointsOnLineSegments ( FVector Segment1Start, FVector Segment1End, FVector Segment2Start, FVector Segment2End, FVector & Segment1Point, FVector & Segment2Point )


description: Uses a simple spring model to interpolate a float from Current to Target.

code: static float FloatSpringInterp ( float Current, float Target, [FFloatSpringState](API\Runtime\Engine\Kismet\FFloatSpringState) & SpringState, float Stiffness, float CriticalDampingFactor, float DeltaTime, float Mass, float TargetVelocityAmount, bool bClamp, float MinValue, float MaxValue, bool bInitializeFromTarget )


description: Returns the maximum value of A and B

code: static double FMax ( double A, double B )


description: Returns the minimum value of A and B

code: static double FMin ( double A, double B )


description: Returns the number of times Divisor will go into Dividend (i.e., Dividend divided by Divisor), as well as the remainder

code: static int32 FMod ( double Dividend, double Divisor, double & Remainder )


description: Deprecated* This method has been deprecated and will be removed. Use the double version instead.

code: static int32 FMod ( float Dividend, float Divisor, float & Remainder )


code: static int64 FMod64 ( double Dividend, double Divisor, double & Remainder )


description: Returns the fractional part of a float.

code: static double Fraction ( double A )


description: Returns a time span that represents the specified number of days

code: static [FTimespan](API\Runtime\Core\Misc\FTimespan) FromDays ( float Days )


description: Returns a time span that represents the specified number of hours

code: static [FTimespan](API\Runtime\Core\Misc\FTimespan) FromHours ( float Hours )


description: Returns a time span that represents the specified number of milliseconds

code: static [FTimespan](API\Runtime\Core\Misc\FTimespan) FromMilliseconds ( float Milliseconds )


description: Returns a time span that represents the specified number of minutes

code: static [FTimespan](API\Runtime\Core\Misc\FTimespan) FromMinutes ( float Minutes )


description: Returns a time span that represents the specified number of seconds

code: static [FTimespan](API\Runtime\Core\Misc\FTimespan) FromSeconds ( float Seconds )


description: ToUnixTimestamp

code: static [FDateTime](API\Runtime\Core\Misc\FDateTime) FromUnixTimestamp ( const int64 UnixTime )


description: Rounds A towards zero, truncating the fractional part (e.g., -1.6 becomes -1 and 1.6 becomes 1)

code: static int32 FTrunc ( double A )


code: static int64 FTrunc64 ( double A )


description: Rounds A to an integer with truncation towards zero for each element in a vector. (e.g. -1.7 truncated to -1, 2.8 truncated to 2)

code: static FIntVector FTruncVector ( const FVector & InVector )


description: Returns Value wrapped from A and B (inclusive)

code: static double FWrap ( double Value, double Min, double Max )


code: static double GenericPercent_FloatFloat ( double A, double B )


description:
Get a copy of this vector with absolute value of each component.
A copy of this vector with absolute value of each component.

code: static FVector2D GetAbs2D ( FVector2D A )


description:
Get the maximum absolute value of the vector's components.
The maximum absolute value of the vector's components.

code: static double GetAbsMax2D ( FVector2D A )


description: Get the reference frame direction vectors (axes) described by this rotation

code: static void GetAxes ( FRotator A, FVector & X, FVector & Y, FVector & Z )


description: Breaks a direction vector apart into Azimuth (Yaw) and Elevation (Pitch) rotation values given in degrees. (non-clamped) Relative to the provided reference frame (an Actor's WorldTransform for example)

code: static void GetAzimuthAndElevation ( FVector InDirection, const FTransform & ReferenceFrame, float & Azimuth, float & Elevation )


description: Returns the date component of A

code: static [FDateTime](API\Runtime\Core\Misc\FDateTime) GetDate ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A )


description: Returns the day component of A (1 to 31)

code: static int32 GetDay ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A )


description: Returns the day of year of A

code: static int32 GetDayOfYear ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A )


description: Returns the days component of A

code: static int32 GetDays ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A )


description: Find the unit direction vector from one position to another or (0,0,0) if positions are the same.

code: static FVector GetDirectionUnitVector ( FVector From, FVector To )


description: Returns the absolute value of A

code: static [FTimespan](API\Runtime\Core\Misc\FTimespan) GetDuration ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A )


description: Rotate the world forward vector by the given rotation

code: static FVector GetForwardVector ( FRotator InRot )


description: Returns the hour component of A (24h format)

code: static int32 GetHour ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A )


description: Returns the hour component of A (12h format)

code: static int32 GetHour12 ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A )


description: Returns the hours component of A

code: static int32 GetHours ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A )


description:
Get the maximum value of the vector's components.
The maximum value of the vector's components.

code: static double GetMax2D ( FVector2D A )


description: Find the maximum element (X, Y or Z) of a vector

code: static double GetMaxElement ( FVector A )


description: Returns the millisecond component of A

code: static int32 GetMillisecond ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A )


description: Returns the milliseconds component of A

code: static int32 GetMilliseconds ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A )


description:
Get the minimum value of the vector's components.
The minimum value of the vector's components.

code: static double GetMin2D ( FVector2D A )


description: Find the minimum element (X, Y or Z) of a vector

code: static double GetMinElement ( FVector A )


description: Returns the minute component of A

code: static int32 GetMinute ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A )


description: Returns the minutes component of A

code: static int32 GetMinutes ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A )


description: Returns the month component of A

code: static int32 GetMonth ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A )


description: Returns the value of PI

code: static double GetPI()


description:
Find the distance from a point to the closest point on an infinite line.
The distance from the given point to the closest point on the line.

code: static float GetPointDistanceToLine ( FVector Point, FVector LineOrigin, FVector LineDirection )


description:
Find the distance from a point to the closest point on a segment.
The distance from the given point to the closest point on the segment.

code: static float GetPointDistanceToSegment ( FVector Point, FVector SegmentStart, FVector SegmentEnd )


description:
Given a direction vector and a surface normal, returns the vector reflected across the surface normal. Produces a result like shining a laser at a mirror!
Reflected vector.

code: static FVector GetReflectionVector ( FVector Direction, FVector SurfaceNormal )


description: Rotate the world right vector by the given rotation

code: static FVector GetRightVector ( FRotator InRot )


description:
Rotates around axis (0,0,1)
Rotated Vector

code: static FVector2D GetRotated2D ( FVector2D A, float AngleDeg )


description: Returns the second component of A

code: static int32 GetSecond ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A )


description: Returns the seconds component of A

code: static int32 GetSeconds ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A )


description: Returns Slope Pitch and Roll angles in degrees based on the following information:

code: static void GetSlopeDegreeAngles ( const FVector & MyRightYAxis, const FVector & FloorNormal, const FVector & UpVector, float & OutSlopePitchDegreeAngle, float & OutSlopeRollDegreeAngle )


description: Returns the value of TAU (= 2 * PI)

code: static double GetTAU()


description: Returns the time elapsed since midnight of A

code: static [FTimespan](API\Runtime\Core\Misc\FTimespan) GetTimeOfDay ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A )


description: Returns the total number of days in A

code: static float GetTotalDays ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A )


description: Returns the total number of hours in A

code: static float GetTotalHours ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A )


description: Returns the total number of milliseconds in A

code: static float GetTotalMilliseconds ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A )


description: Returns the total number of minutes in A

code: static float GetTotalMinutes ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A )


description: Returns the total number of seconds in A

code: static float GetTotalSeconds ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A )


description: Find the average of an array of vectors

code: static FVector GetVectorArrayAverage ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vectors )


description: Rotate the world up vector by the given rotation

code: static FVector GetUpVector ( FRotator InRot )


description: Breaks a vector apart into Yaw, Pitch rotation values given in degrees. (non-clamped)

code: static void GetYawPitchFromVector ( FVector InVec, float & Yaw, float & Pitch )


description: Returns the year component of A

code: static int32 GetYear ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A )


description: Returns true if A is greater than or equal to B (A >= B)

code: static bool GreaterEqual_ByteByte ( uint8 A, uint8 B )


code: static bool GreaterEqual_DateTimeDateTime ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A, [FDateTime](API\Runtime\Core\Misc\FDateTime) B )


code: static bool GreaterEqual_DoubleDouble ( double A, double B )


description: Deprecated* This method has been deprecated and will be removed. Use the double version instead.

code: static bool GreaterEqual_FloatFloat ( float A, float B )


code: static bool GreaterEqual_Int64Int64 ( int64 A, int64 B )


code: static bool GreaterEqual_IntInt ( int32 A, int32 B )


code: static bool GreaterEqual_TimespanTimespan ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A, [FTimespan](API\Runtime\Core\Misc\FTimespan) B )


description: Returns result of vector A rotated by Rotator B

code: static FVector GreaterGreater_VectorRotator ( FVector A, FRotator B )


code: static bool Greater_DateTimeDateTime ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A, [FDateTime](API\Runtime\Core\Misc\FDateTime) B )


code: static bool Greater_ByteByte ( uint8 A, uint8 B )


code: static bool Greater_DoubleDouble ( double A, double B )


code: static bool Greater_FloatFloat ( float A, float B )


code: static bool Greater_Int64Int64 ( int64 A, int64 B )


code: static bool Greater_IntInt ( int32 A, int32 B )


code: static bool Greater_TimespanTimespan ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A, [FTimespan](API\Runtime\Core\Misc\FTimespan) B )


description: Snaps a value to the nearest grid multiple. E.g., Location = 5.1, GridSize = 10.0 : return value = 10.0 If GridSize is 0 Location is returned if GridSize is very small precision issues may occur.

code: static double GridSnap_Float ( double Location, double GridSize )


description: Make a color from individual color components (HSV space; Hue is [0..360) while Saturation and Value are 0..1)

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) HSVToRGB ( float H, float S, float V, float A )


description: Converts a HSV linear color (where H is in R, S is in G, and V is in B) to linear RGB

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) HSVToRGBLinear ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) HSV )


description: Converts a HSV linear color (where H is in R (0..360), S is in G (0..1), and V is in B (0..1)) to RGB

code: static void HSVToRGB_Vector ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) HSV, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & RGB )


description: Returns the hypotenuse of a right-angled triangle given the width and height.

code: static double Hypotenuse ( double Width, double Height )


description: Returns true if value is between Min and Max (V >= Min && V <= Max) If InclusiveMin is true, value needs to be equal or larger than Min, else it needs to be larger If InclusiveMax is true, value needs to be smaller or equal than Max, else it needs to be smaller

code: static bool InRange_FloatFloat ( double Value, double Min, double Max, bool InclusiveMin, bool InclusiveMax )


code: static bool InRange_Int64Int64 ( int64 Value, int64 Min, int64 Max, bool InclusiveMin, bool InclusiveMax )


code: static bool InRange_IntInt ( int32 Value, int32 Min, int32 Max, bool InclusiveMin, bool InclusiveMax )


description: Down Int Point (0, 1)

code: static FIntPoint IntPoint_Down()


description: One Int Point (1, 1)

code: static FIntPoint IntPoint_One()


description: Left Int Point (-1, 0)

code: static FIntPoint IntPoint_Left()


description: Right Int Point (1, 0)

code: static FIntPoint IntPoint_Right()


description: Up Int Point (0, -1)

code: static FIntPoint IntPoint_Up()


description: Transform a direction vector by the inverse of the supplied transform - will not change its length. For example, if T was an object's transform, this would transform a direction from world space to local space.

code: static FVector InverseTransformDirection ( const FTransform & T, FVector Direction )


description: FIntPoint

code: static FIntPoint IntPoint_Zero()


description: Transform a position by the inverse of the supplied transform. For example, if T was an object's transform, this would transform a position from world space to local space.

code: static FVector InverseTransformLocation ( const FTransform & T, FVector Location )


description: Transform a rotator by the inverse of the supplied transform. For example, if T was an object's transform, this would transform a rotation from world space to local space.

code: static FRotator InverseTransformRotation ( const FTransform & T, FRotator Rotation )


description:
Example: Given a LocalToWorld transform, WorldToLocal will be returned.
The inverse of T.

code: static FTransform InvertTransform ( const FTransform & T )


description: Returns whether A's time is in the afternoon

code: static bool IsAfternoon ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A )


description: Returns whether given year is a leap year

code: static bool IsLeapYear ( int32 Year )


description: Returns whether A's time is in the morning

code: static bool IsMorning ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A )


description:
Checks whether vector is near to zero within a specified tolerance.
true if vector is in tolerance to zero, otherwise false.

code: static bool IsNearlyZero2D ( const FVector2D & A, float Tolerance )


description:
Determines whether the given point is in a box. Includes points on the box.
Whether the point is in the box.

code: static bool IsPointInBox ( FVector Point, FVector BoxOrigin, FVector BoxExtent )


description:
Determines whether a given point is in a box with a given transform. Includes points on the box.
Whether the point is in the box.

code: static bool IsPointInBoxWithTransform ( FVector Point, const FTransform & BoxWorldTransform, FVector BoxExtent )


code: static bool IsPointInBoxWithTransform_Box ( FVector Point, const FTransform & BoxWorldTransform, FBox BoxExtent )


code: static bool IsPointInBox_Box ( FVector Point, FBox Box )


description: Linearly interpolates between A and B based on Alpha (100% of A when Alpha=0 and 100% of B when Alpha=1)

code: static double Lerp ( double A, double B, double Alpha )


description:
Checks whether all components of the vector are exactly zero.
true if vector is exactly zero, otherwise false.

code: static bool IsZero2D ( const FVector2D & A )


description: Returns true if A is less than or equal to B (A <= B)

code: static bool LessEqual_ByteByte ( uint8 A, uint8 B )


code: static bool LessEqual_DateTimeDateTime ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A, [FDateTime](API\Runtime\Core\Misc\FDateTime) B )


description: Deprecated* This method has been deprecated and will be removed. Use the double version instead.

code: static bool LessEqual_FloatFloat ( float A, float B )


description: Returns true if A is Less than or equal to B (A <= B)

code: static bool LessEqual_DoubleDouble ( double A, double B )


code: static bool LessEqual_Int64Int64 ( int64 A, int64 B )


code: static bool LessEqual_IntInt ( int32 A, int32 B )


description: Returns true if A is less than B (A < B)

code: static bool Less_ByteByte ( uint8 A, uint8 B )


code: static bool LessEqual_TimespanTimespan ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A, [FTimespan](API\Runtime\Core\Misc\FTimespan) B )


description: Returns true if A is Less than B (A < B)

code: static bool Less_DoubleDouble ( double A, double B )


code: static bool Less_FloatFloat ( float A, float B )


description: Returns result of vector A rotated by the inverse of Rotator B

code: static FVector LessLess_VectorRotator ( FVector A, FRotator B )


code: static bool Less_Int64Int64 ( int64 A, int64 B )


code: static bool Less_IntInt ( int32 A, int32 B )


code: static bool Less_TimespanTimespan ( [FTimespan](API\Runtime\Core\Misc\FTimespan) A, [FTimespan](API\Runtime\Core\Misc\FTimespan) B )


code: static bool Less_DateTimeDateTime ( [FDateTime](API\Runtime\Core\Misc\FDateTime) A, [FDateTime](API\Runtime\Core\Misc\FDateTime) B )


code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) LinearColorLerp ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) A, [FLinearColor](API\Runtime\Core\Math\FLinearColor) B, float Alpha )


description:
Linearly interpolates between two colors by the specified Alpha amount (100% of A when Alpha=0 and 100% of B when Alpha=1). The interpolation is performed in HSV color space taking the shortest path to the new color's hue. This can give better results than a normal lerp, but is much more expensive. The incoming colors are in RGB space, and the output color will be RGB. The alpha value will also be interpolated.
The interpolated color in linear RGB space along with the interpolated alpha value

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) LinearColorLerpUsingHSV ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) A, [FLinearColor](API\Runtime\Core\Math\FLinearColor) B, float Alpha )


description: Black linear color


description: Blue linear color


description:
Returns a desaturated color, with 0 meaning no desaturation and 1 == full desaturation
Desaturated color

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) LinearColor_Desaturated ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor, float InDesaturation )


description: Euclidean distance between two color points.

code: static float LinearColor_Distance ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) C1, [FLinearColor](API\Runtime\Core\Math\FLinearColor) C2 )


code: static float LinearColor_GetLuminance ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor )


description:
Returns the minimum color channel value in this color structure
The minimum color channel value

code: static float LinearColor_GetMin ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor )


description:
Returns the maximum color channel value in this color structure
The maximum color channel value

code: static float LinearColor_GetMax ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor )


description: Grey linear color


description: Green linear color


description: Returns true if linear color A is equal to linear color B (A == B) within a specified error tolerance

code: static bool LinearColor_IsNearEqual ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) A, [FLinearColor](API\Runtime\Core\Math\FLinearColor) B, float Tolerance )


description: Quantizes the linear color and returns the result as an 8-bit color. This bypasses the SRGB conversion.

code: static [FColor](API\Runtime\Core\Math\FColor) LinearColor_Quantize ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor )


description: Quantizes the linear color with rounding and returns the result as an 8-bit color. This bypasses the SRGB conversion.

code: static [FColor](API\Runtime\Core\Math\FColor) LinearColor_QuantizeRound ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor )


description: Red linear color


description: Assigns an HSV color to a linear space RGB color

code: static void LinearColor_SetFromHSV ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InOutColor, float H, float S, float V, float A )


description: Assign contents of InColor

code: static void LinearColor_Set ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InOutColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor )


description: Assigns anFColorcoming from an observed sRGB output, into a linear color.

code: static void LinearColor_SetFromSRGB ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InOutColor, const [FColor](API\Runtime\Core\Math\FColor) & InSRGB )


description: Assigns anFColorcoming from an observed Pow(1/2.2) output, into a linear color.

code: static void LinearColor_SetFromPow22 ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InOutColor, const [FColor](API\Runtime\Core\Math\FColor) & InColor )


description: Assign individual linear RGBA components.

code: static void LinearColor_SetRGBA ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InOutColor, float R, float G, float B, float A )


description: Sets to a random color. Choses a quite nice color based on a random hue.

code: static void LinearColor_SetRandomHue ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InOutColor )


description: Converts temperature in Kelvins of a black body radiator to RGB chromaticity.

code: static void LinearColor_SetTemperature ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InOutColor, float InTemperature )


description: Returns a copy of this color using the specified opacity/alpha.

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) LinearColor_ToNewOpacity ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor, float InOpacity )


description: Converts from linear to 8-bit RGBE as outlined in Gregory Ward's Real Pixels article, Graphics Gems II, page 80.

code: static [FColor](API\Runtime\Core\Math\FColor) LinearColor_ToRGBE ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InLinearColor )


description: Transparent linear color - black with 0 opacity/alpha


description: FLinearColor


description:
Intersection Computes the intersection point between a line and a plane.
True if the intersection test was successful.

code: static bool LinePlaneIntersection ( const FVector & LineStart, const FVector & LineEnd, const FPlane & APlane, float & T, FVector & Intersection )


description: Yellow linear color


description:
Computes the intersection point between a line and a plane.
True if the intersection test was successful.

code: static bool LinePlaneIntersection_OriginNormal ( const FVector & LineStart, const FVector & LineEnd, FVector PlaneOrigin, FVector PlaneNormal, float & T, FVector & Intersection )


description: Returns log of A base B (if B^R == A, returns R)

code: static double Log ( double A, double Base )


description: Returns natural log of A (if e^R == A, returns R)

code: static double Loge ( double A )


description: Box functionsMakes an FBox from Min and Max and sets IsValid to true

code: static FBox MakeBox ( FVector Min, FVector Max )


description: Box2D functionsMakes an FBox2D from Min and Max and sets IsValid to true

code: static FBox2D MakeBox2D ( FVector2D Min, FVector2D Max )


description: LinearColor functionsMake a color from individual color components (RGB space)

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) MakeColor ( float R, float G, float B, float A )


description: BoxSphereBounds functionsMakes an FBoxSphereBounds given an origin, extent, and radius

code: static FBoxSphereBounds MakeBoxSphereBounds ( FVector Origin, FVector BoxExtent, float SphereRadius )


description: DateTime functions.Makes a DateTime struct

code: static [FDateTime](API\Runtime\Core\Misc\FDateTime) MakeDateTime ( int32 Year, int32 Month, int32 Day, int32 Hour, int32 Minute, int32 Second, int32 Millisecond )


description: Creates aFFrameRatefrom a Numerator and a Denominator. Enforces that the Denominator is at least one.

code: static [FFrameRate](API\Runtime\Core\Misc\FFrameRate) MakeFrameRate ( int32 Numerator, int32 Denominator )


description:
Plane functions. Creates a plane with a facing direction of Normal at the given Point
Plane instance

code: static FPlane MakePlaneFromPointAndNormal ( FVector Point, FVector Normal )


description:
Simple function to create a pulsating scalar value
Pulsating value (0.0-1.0)

code: static float MakePulsatingValue ( float InCurrentTime, float InPulsesPerSecond, float InPhase )


description: Frame Time and Frame Rate FunctionsCreates aFQualifiedFrameTimeout of a frame number, frame rate, and optional 0-1 clamped subframe.

code: static [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) MakeQualifiedFrameTime ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) Frame, [FFrameRate](API\Runtime\Core\Misc\FFrameRate) FrameRate, float SubFrame )


description: Makes a quat {X, Y, Z, W}

code: static FQuat MakeQuat ( float X, float Y, float Z, float W )


description: Misc functionsMakes a SRand-based random number generator

code: static [FRandomStream](API\Runtime\Core\Math\FRandomStream) MakeRandomStream ( int32 InitialSeed )


description:
Example: ChildOffset = MakeRelativeTransform(Child.GetActorTransform(), Parent.GetActorTransform()) This computes the relative transform of the Child from the Parent.
The new relative transform

code: static FTransform MakeRelativeTransform ( const FTransform & A, const FTransform & RelativeTo )


description: Build a reference frame from three axes.

code: static FRotator MakeRotationFromAxes ( FVector Forward, FVector Right, FVector Up )


description: Rotator functions.Makes a rotator {Roll, Pitch, Yaw} from rotation values supplied in degrees

code: static FRotator MakeRotator ( float Roll, float Pitch, float Yaw )


description: Builds a rotator given only a XAxis. Y and Z are unspecified but will be orthonormal. XAxis need not be normalized.

code: static FRotator MakeRotFromX ( const FVector & X )


description: Builds a matrix with given X and Y axes. X will remain fixed, Y may be changed minimally to enforce orthogonality. Z will be computed. Inputs need not be normalized.

code: static FRotator MakeRotFromXY ( const FVector & X, const FVector & Y )


description: Builds a matrix with given X and Z axes. X will remain fixed, Z may be changed minimally to enforce orthogonality. Y will be computed. Inputs need not be normalized.

code: static FRotator MakeRotFromXZ ( const FVector & X, const FVector & Z )


description: Builds a rotation matrix given only a YAxis. X and Z are unspecified but will be orthonormal. YAxis need not be normalized.

code: static FRotator MakeRotFromY ( const FVector & Y )


description: Builds a matrix with given Y and X axes. Y will remain fixed, X may be changed minimally to enforce orthogonality. Z will be computed. Inputs need not be normalized.

code: static FRotator MakeRotFromYX ( const FVector & Y, const FVector & X )


description: Builds a matrix with given Y and Z axes. Y will remain fixed, Z may be changed minimally to enforce orthogonality. X will be computed. Inputs need not be normalized.

code: static FRotator MakeRotFromYZ ( const FVector & Y, const FVector & Z )


description: Builds a rotation matrix given only a ZAxis. X and Y are unspecified but will be orthonormal. ZAxis need not be normalized.

code: static FRotator MakeRotFromZ ( const FVector & Z )


description: Builds a matrix with given Z and X axes. Z will remain fixed, X may be changed minimally to enforce orthogonality. Y will be computed. Inputs need not be normalized.

code: static FRotator MakeRotFromZX ( const FVector & Z, const FVector & X )