# Vector

## Actions

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 |