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