# Vector

## Actions

Break Vector |
Breaks a vector apart into X, Y, Z Target is Kismet Math Library |

Clamp Vector Size |
Create a copy of this vector, with its magnitude/size/length clamped between Min and Max. Target is Kismet Math Library |

Create Vector from Yaw Pitch |
Creates a directional vector from rotation values {Pitch, Yaw} supplied in degrees with specified Length Target is Kismet Math Library |

Cross Product |
Returns the cross product of two 3d vectors - see http://mathworld.wolfram.com/CrossProduct.html Target is Kismet Math Library |

Distance (Vector) |
Distance between two points. Target is Kismet Math Library |

Distance Squared (Vector) |
Squared distance between two points. Target is Kismet Math Library |

Distance2D (Vector) |
Euclidean distance between two points in the XY plane (ignoring Z). Target is Kismet Math Library |

Distance2D Squared (Vector) |
Squared euclidean distance between two points in the XY plane (ignoring Z). Target is Kismet Math Library |

Dot Product |
Returns the dot product of two 3d vectors - see http://mathworld.wolfram.com/DotProduct.html Target is Kismet Math Library |

Equal (Vector) |
Returns true if vector A is equal to vector B (A == B) within a specified error tolerance Target is Kismet Math Library |

Equal Exactly (Vector) |
Returns true if vector A is equal to vector B (A == B) Target is Kismet Math Library |

Equal Exactly (Vector2D) |
Returns true if vector A is equal to vector B (A == B) Target is Kismet Math Library |

Find Closest Point on Line |
Find the closest point on an infinite line to a given point. Target is Kismet Math Library |

Find Closest Point on Segment |
Find the closest point on a segment to a given point. Target is Kismet Math Library |

Find Nearest Points on Line Segments |
Find closest points between 2 segments. Target is Kismet Math Library |

Get Azimuth and Elevation |
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) Target is Kismet Math Library |

Get Forward Vector |
Rotate the world forward vector by the given rotation Target is Kismet Math Library |

Get Max Element |
Find the maximum element (X, Y or Z) of a vector Target is Kismet Math Library |

Get Min Element |
Find the minimum element (X, Y or Z) of a vector Target is Kismet Math Library |

Get Point Distance to Line |
Find the distance from a point to the closest point on an infinite line. Target is Kismet Math Library |

Get Point Distance to Segment |
Find the distance from a point to the closest point on a segment. Target is Kismet Math Library |

Get Reflection Vector |
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! Target is Kismet Math Library |

Get Right Vector |
Rotate the world right vector by the given rotation Target is Kismet Math Library |

Get Unit Direction (Vector) |
Find the unit direction vector from one position to another or (0,0,0) if positions are the same. Target is Kismet Math Library |

Get Up Vector |
Rotate the world up vector by the given rotation Target is Kismet Math Library |

Get Vector Array Average |
Find the average of an array of vectors Target is Kismet Math Library |

Get Yaw Pitch from Vector |
Breaks a vector apart into Yaw, Pitch rotation values given in degrees. (non-clamped) Target is Kismet Math Library |

Is Normal (Vector) |
Determines if vector is normalized / unit (length 1). Target is Kismet Math Library |

Is Uniform (Vector) |
Checks whether all components of this vector are the same, within a tolerance. Target is Kismet Math Library |

Is Unit (Vector) |
Determines if vector is normalized / unit (length 1) within specified squared tolerance. Target is Kismet Math Library |

Lerp (Vector) |
Linearly interpolates between A and B based on Alpha (100% of A when Alpha=0 and 100% of B when Alpha=1) Target is Kismet Math Library |

Make Vector |
Makes a vector {X, Y, Z} Target is Kismet Math Library |

Mirror Vector by Normal |
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! Target is Kismet Math Library |

Negate Vector |
Negate a vector. Target is Kismet Math Library |

Normal unsafe (Vector) |
Calculates normalized unit version of vector without checking for zero length. Target is Kismet Math Library |

Normalize |
Gets a normalized unit copy of the vector, ensuring it is safe to do so based on the length. Returns zero vector if vector length is too small to safely normalize. Target is Kismet Math Library |

Normalize 2D (Vector) |
Gets a normalized unit copy of the 2D components of the vector, ensuring it is safe to do so. Z is set to zero. Returns zero vector if vector length is too small to normalize. Target is Kismet Math Library |

Normalize In Place (Vector) |
Normalize this vector in-place if it is large enough or set it to (0,0,0) otherwise. Target is Kismet Math Library |

Not Equal (Vector) |
Returns true if vector A is not equal to vector B (A != B) within a specified error tolerance Target is Kismet Math Library |

Project Point on to Plane |
Projects/snaps a point onto a plane defined by a point on the plane and a plane normal. Target is Kismet Math Library |

Project Vector on to Plane |
Projects a vector onto a plane defined by a normalized vector (PlaneNormal). Target is Kismet Math Library |

Project Vector on to Vector |
Projects one vector (V) onto another (Target) and returns the projected vector. If Target is nearly zero in length, returns the zero vector. Target is Kismet Math Library |

Reciprocal (Vector) |
Gets the reciprocal of this vector, avoiding division by zero. Zero components are set to BIG_NUMBER. Target is Kismet Math Library |

RotateVector |
Returns result of vector A rotated by Rotator B Target is Kismet Math Library |

RotateVectorAroundAxis |
Returns result of vector A rotated by AngleDeg around Axis Target is Kismet Math Library |

Rotator from Axis and Angle |
Create a rotation from an this axis and supplied angle (in degrees) Target is Kismet Math Library |

Select Vector |
If bPickA is true, A is returned, otherwise B is Target is Kismet Math Library |

UnrotateVector |
Returns result of vector A rotated by the inverse of Rotator B Target is Kismet Math Library |

vector - float |
Subtracts a float from each component of a vector Target is Kismet Math Library |

vector - int |
Subtracts an integer from each component of a vector Target is Kismet Math Library |

vector - vector |
Vector subtraction Target is Kismet Math Library |

vector * float |
Scales Vector A by B Target is Kismet Math Library |

vector * int |
Scales Vector A by B Target is Kismet Math Library |

vector * vector |
Element-wise Vector multiplication (Result = {A.x*B.x, A.y*B.y, A.z*B.z}) Target is Kismet Math Library |

vector / float |
Vector divide by a float Target is Kismet Math Library |

vector / int |
Vector divide by an integer Target is Kismet Math Library |

vector / vector |
Element-wise Vector division (Result = {A.x/B.x, A.y/B.y, A.z/B.z}) Target is Kismet Math Library |

vector + float |
Adds a float to each component of a vector Target is Kismet Math Library |

vector + int |
Adds an integer to each component of a vector Target is Kismet Math Library |

vector + vector |
Vector addition Target is Kismet Math Library |

Vector Add Bounded |
Add a vector to this and clamp the result to an axis aligned cube centered at the origin. Target is Kismet Math Library |

Vector Assign |
Assign the values of the supplied vector. Target is Kismet Math Library |

Vector Backward |
3D vector Unreal backward direction constant (-1,0,0) Target is Kismet Math Library |

Vector Bounded to Box |
Get a copy of this vector, clamped inside of the specified axis aligned cube. Target is Kismet Math Library |

Vector Bounded to Cube |
Get a copy of this vector, clamped inside of an axis aligned cube centered at the origin. Target is Kismet Math Library |

Vector Clamp Size 2D |
Create a copy of this vector, with the 2D magnitude/size/length clamped between Min and Max. Z is unchanged. Target is Kismet Math Library |

Vector Clamp Size Max |
Create a copy of this vector, with its maximum magnitude/size/length clamped to MaxSize. Target is Kismet Math Library |

Vector Clamp Size Max 2D |
Create a copy of this vector, with the maximum 2D magnitude/size/length clamped to MaxSize. Z is unchanged. Target is Kismet Math Library |

Vector Component Max |
Find the maximum elements (X, Y and Z) between the two vector's components Target is Kismet Math Library |

Vector Component Min |
Find the minimum elements (X, Y and Z) between the two vector's components Target is Kismet Math Library |

Vector Cosine Angle 2D |
Returns the cosine of the angle between this vector and another projected onto the XY plane (no Z). Target is Kismet Math Library |

Vector Down |
3D vector Unreal down direction constant (0,0,-1) Target is Kismet Math Library |

Vector Forward |
3D vector Unreal forward direction constant (1,0,0) Target is Kismet Math Library |

Vector Get Abs |
Get a copy of this vector with absolute value of each component. Target is Kismet Math Library |

Vector Get Abs Max |
Find the maximum absolute element (abs(X), abs(Y) or abs(Z)) of a vector Target is Kismet Math Library |

Vector Get Abs Min |
Find the minimum absolute element (abs(X), abs(Y) or abs(Z)) of a vector Target is Kismet Math Library |

Vector Get Projection |
Projects 2D components of vector based on Z. Target is Kismet Math Library |

Vector Get Sign Vector |
Get a copy of the vector as sign only. Each component is set to +1 or -1, with the sign of zero treated as +1. Target is Kismet Math Library |

Vector Heading Angle |
Convert a direction vector into a 'heading' angle. Target is Kismet Math Library |

Vector Is NAN |
Determines if any component is not a number (NAN) Target is Kismet Math Library |

Vector Is Nearly Zero |
Checks whether vector is near to zero within a specified tolerance. Target is Kismet Math Library |

Vector Is Zero |
Checks whether all components of the vector are exactly zero. Target is Kismet Math Library |

Vector Left |
3D vector Unreal left direction constant (0,-1,0) Target is Kismet Math Library |

Vector Mirror by Plane |
Mirrors a vector about a plane. Target is Kismet Math Library |

Vector One |
3D vector one constant (1,1,1) Target is Kismet Math Library |

Vector Project on to Normal |
Gets a copy of this vector projected onto the input vector, which is assumed to be unit length. Target is Kismet Math Library |

Vector Right |
3D vector Unreal right direction constant (0,1,0) Target is Kismet Math Library |

Vector Set |
Set the values of the vector directly. Target is Kismet Math Library |

Vector Snapped to Grid |
Gets a copy of this vector snapped to a grid. Target is Kismet Math Library |

Vector to Degrees |
Converts a vector containing radian values to a vector containing degree values. Target is Kismet Math Library |

Vector to Radians |
Converts a vector containing degree values to a vector containing radian values. Target is Kismet Math Library |

Vector Unit Cartesian to Spherical |
Converts a Cartesian unit vector into spherical coordinates on the unit sphere. Target is Kismet Math Library |

Vector Unwind Euler |
When this vector contains Euler angles (degrees), ensure that angles are between +/-180 Target is Kismet Math Library |

Vector Up |
3D vector Unreal up direction constant (0,0,1) Target is Kismet Math Library |

Vector Zero |
3D vector zero constant (0,0,0) Target is Kismet Math Library |

VectorLength |
Returns the length of the vector Target is Kismet Math Library |

VectorLengthSquared |
Returns the squared length of the vector Target is Kismet Math Library |

VectorLengthXY |
Returns the length of the vector's XY components. Target is Kismet Math Library |

VectorLengthXYSquared |
Returns the squared length of the vector's XY components. Target is Kismet Math Library |