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Vector

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Break Vector

Breaks a vector apart into X, Y, Z

Target is Kismet Math Library

Clamp Vector Size

Clamp the vector size between a min and max length

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

Target is Kismet Math Library

Cross Product (2D)

Returns the cross product of two 2d vectors

Target is Kismet Math Library

Dot Product

Returns the dot product of two 3d vectors

Target is Kismet Math Library

Dot Product (2D)

Returns the dot product of two 2d vectors

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

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.

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

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

Mirrors a vector by a normal

Target is Kismet Math Library

Negate Vector

Negate a vector.

Target is Kismet Math Library

Normalize

Returns a unit normal version of the FVector A

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 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

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

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

VectorLength

Returns the length of the FVector

Target is Kismet Math Library

VectorLengthSquared

Returns the squared length of the FVector

Target is Kismet Math Library

VectorLengthXY

Returns the length of the FVector's in XY components.

Target is Kismet Math Library