G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Math Namespace Reference

Functions

Functions
bool IsFinite (float32 F)
int RandRange (int Min, int Max)
 Returns a random integer >= Min and <= Max.
float RandRange (float Min, float Max)
float32 RandRange (float32 Min, float32 Max)
bool RandBool ()
FVector VRand ()
 Returns a random vector with length of 1.
FVector VRandCone (FVector DDir, float32 HorizontalConeHalfAngleRad, float32 VerticalConeHalfAngleRad)
 Returns a random unit vector, uniformly distributed, within the specified cone ConeHalfAngleRad is the half-angle of cone, in radians. Returns a normalized vector.
FVector VRandCone (FVector DDir, float32 ConeHalfAngleRad)
FVector2D RandPointInCircle (float32 Radius)
 Get a random point on a unit circle, evenly spread across the circumference.
FVector GetReflectionVector (FVector Direction, FVector SurfaceNormal)
 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!
float32 MakePulsatingValue (float InCurrentTime, float32 InPulsesPerSecond, float32 InPhase=0.0f)
 Simple function to create a pulsating scalar value.
bool IsNearlyEqual (float A, float B, float ErrorTolerance=SMALL_NUMBER)
bool IsNearlyEqual (float32 A, float32 B, float32 ErrorTolerance=SMALL_NUMBER)
bool IsNearlyZero (float Value, float ErrorTolerance=SMALL_NUMBER)
bool IsNearlyZero (float32 Value, float32 ErrorTolerance=SMALL_NUMBER)
bool IsPowerOfTwo (int Value)
float SmoothStep (float A, float B, float X)
 Returns a smooth Hermite interpolation between 0 and 1 for the value X (where X ranges between A and B) Clamped to 0 for X <= A and 1 for X >= B.
float32 SmoothStep (float32 A, float32 B, float32 X)
 Returns a smooth Hermite interpolation between 0 and 1 for the value X (where X ranges between A and B) Clamped to 0 for X <= A and 1 for X >= B.
float Clamp (float X, float Min, float Max)
 Clamps X to be between Min and Max, inclusive.
float32 Clamp (float32 X, float32 Min, float32 Max)
 Clamps X to be between Min and Max, inclusive.
int Clamp (int X, int Min, int Max)
 Clamps X to be between Min and Max, inclusive.
uint Clamp (uint X, uint Min, uint Max)
 Clamps X to be between Min and Max, inclusive.
float FastAsin (float Value)
float32 FastAsin (float32 Value)
float RadiansToDegrees (const float &RadVal)
float DegreesToRadians (const float &DegVal)
float32 RadiansToDegrees (const float32 &RadVal)
float32 DegreesToRadians (const float32 &DegVal)
float32 ClampAngle (float32 AngleDegrees, float32 MinAngleDegrees, float32 MaxAngleDegrees)
float ClampAngle (float AngleDegrees, float MinAngleDegrees, float MaxAngleDegrees)
float FindDeltaAngleDegrees (float A1, float A2)
float FindDeltaAngleRadians (float A1, float A2)
float32 FindDeltaAngleDegrees (float32 A1, float32 A2)
float32 FindDeltaAngleRadians (float32 A1, float32 A2)
float UnwindDegrees (float A)
 Utility to ensure angle is between +/- 180 degrees by unwinding.
float UnwindRadians (float A)
 Utility to ensure angle is between +/- 180 degrees by unwinding.
float32 UnwindDegrees (float32 A)
 Utility to ensure angle is between +/- 180 degrees by unwinding.
float32 UnwindRadians (float32 A)
 Utility to ensure angle is between +/- 180 degrees by unwinding.
float LerpStable (const float &A, const float &B, float Alpha)
float32 LerpStable (const float32 &A, const float32 &B, float32 Alpha)
float Lerp (const float &A, const float &B, const float &Alpha)
float32 Lerp (const float32 &A, const float32 &B, const float32 &Alpha)
FVector Lerp (FVector A, FVector B, const float &Alpha)
FVector2D Lerp (FVector2D A, FVector2D B, const float &Alpha)
FVector3f Lerp (FVector3f A, FVector3f B, const float32 &Alpha)
FVector2f Lerp (FVector2f A, FVector2f B, const float32 &Alpha)
FVector VLerp (FVector A, FVector B, FVector Alpha)
FLinearColor Lerp (FLinearColor A, FLinearColor B, const float32 &Alpha)
bool IsWithin (const float &TestValue, const float &MinValue, const float &MaxValue)
bool IsWithin (const float32 &TestValue, const float32 &MinValue, const float32 &MaxValue)
bool IsWithin (const int &TestValue, const int &MinValue, const int &MaxValue)
bool IsWithinInclusive (const float &TestValue, const float &MinValue, const float &MaxValue)
bool IsWithinInclusive (const float32 &TestValue, const float32 &MinValue, const float32 &MaxValue)
bool IsWithinInclusive (const int &TestValue, const int &MinValue, const int &MaxValue)
FVector CubicInterp (FVector Point0, FVector Tangent0, FVector Point1, FVector Tangent1, const float &Alpha)
FQuat CubicInterp (FQuat Point0, FQuat Tangent0, FQuat Point1, FQuat Tangent1, const float &Alpha)
FVector CubicInterp (FVector Point0, FVector Tangent0, FVector Point1, FVector Tangent1, const float32 &Alpha)
FQuat CubicInterp (FQuat Point0, FQuat Tangent0, FQuat Point1, FQuat Tangent1, const float32 &Alpha)
FVector3f CubicInterp (FVector3f Point0, FVector3f Tangent0, FVector3f Point1, FVector3f Tangent1, const float32 &Alpha)
FQuat4f CubicInterp (FQuat4f Point0, FQuat4f Tangent0, FQuat4f Point1, FQuat4f Tangent1, const float32 &Alpha)
FVector CubicInterpDerivative (FVector Point0, FVector Tangent0, FVector Point1, FVector Tangent1, const float &Alpha)
FRotator CubicInterpDerivative (FRotator Point0, FRotator Tangent0, FRotator Point1, FRotator Tangent1, const float &Alpha)
FVector CubicInterpDerivative (FVector Point0, FVector Tangent0, FVector Point1, FVector Tangent1, const float32 &Alpha)
FRotator CubicInterpDerivative (FRotator Point0, FRotator Tangent0, FRotator Point1, FRotator Tangent1, const float32 &Alpha)
FVector3f CubicInterpDerivative (FVector3f Point0, FVector3f Tangent0, FVector3f Point1, FVector3f Tangent1, const float32 &Alpha)
FRotator3f CubicInterpDerivative (FRotator3f Point0, FRotator3f Tangent0, FRotator3f Point1, FRotator3f Tangent1, const float32 &Alpha)
FVector VInterpNormalRotationTo (FVector Current, FVector Target, float32 DeltaTime, float32 RotationSpeedDegrees)
FVector VInterpConstantTo (FVector Current, FVector Target, float32 DeltaTime, float32 InterpSpeed)
FVector VInterpTo (FVector Current, FVector Target, float32 DeltaTime, float32 InterpSpeed)
FVector2D Vector2DInterpConstantTo (FVector2D Current, FVector2D Target, float32 DeltaTime, float32 InterpSpeed)
FVector2D Vector2DInterpTo (FVector2D Current, FVector2D Target, float32 DeltaTime, float32 InterpSpeed)
FRotator RInterpConstantTo (FRotator Current, FRotator Target, float32 DeltaTime, float32 InterpSpeed)
FRotator RInterpTo (FRotator Current, FRotator Target, float32 DeltaTime, float32 InterpSpeed)
FRotator RotatorFromAxisAndAngle (FVector Axis, float32 Angle)
FVector RandomPointInBoundingBox (FVector Center, FVector HalfSize)
FRotator RandomRotator (bool bRoll)
FQuat QInterpConstantTo (FQuat Current, FQuat Target, float32 DeltaTime, float32 InterpSpeed)
FQuat QInterpTo (FQuat Current, FQuat Target, float32 DeltaTime, float32 InterpSpeed)
FQuat4f QInterpConstantTo (FQuat4f Current, FQuat4f Target, float32 DeltaTime, float32 InterpSpeed)
FQuat4f QInterpTo (FQuat4f Current, FQuat4f Target, float32 DeltaTime, float32 InterpSpeed)
float32 FInterpConstantTo (float32 Current, float32 Target, float32 DeltaTime, float32 InterpSpeed)
float32 FInterpTo (float32 Current, float32 Target, float32 DeltaTime, float32 InterpSpeed)
float FInterpConstantTo (float Current, float Target, float DeltaTime, float InterpSpeed)
float FInterpTo (float Current, float Target, float DeltaTime, float InterpSpeed)
FLinearColor CInterpTo (FLinearColor Current, FLinearColor Target, float32 DeltaTime, float32 InterpSpeed)
bool SphereAABBIntersection (FVector SphereCenter, float RadiusSquared, FBox AABB)
bool SphereAABBIntersection (FSphere Sphere, FBox AABB)
bool SphereAABBIntersection (FVector3f SphereCenter, float32 RadiusSquared, FBox3f AABB)
bool SphereAABBIntersection (FSphere3f Sphere, FBox3f AABB)
FVector RayPlaneIntersection (FVector RayOrigin, FVector RayDirection, FPlane Plane)
FVector LinePlaneIntersection (FVector Point1, FVector Point2, FVector PlaneOrigin, FVector PlaneNormal)
FVector3f LinePlaneIntersection (FVector3f Point1, FVector3f Point2, FVector3f PlaneOrigin, FVector3f PlaneNormal)
bool LineSphereIntersection (FVector3f Start, FVector3f Dir, float32 Length, FVector3f Origin, float32 Radius)
bool LineSphereIntersection (FVector Start, FVector Dir, float Length, FVector Origin, float Radius)
bool LineBoxIntersection (FBox Box, FVector Start, FVector End, FVector StartToEnd)
FVector ClosestPointOnLine (FVector LineStart, FVector LineEnd, FVector Point)
FVector ClosestPointOnInfiniteLine (FVector LineStart, FVector LineEnd, FVector Point)
FSphere ComputeBoundingSphereForCone (FVector ConeOrigin, FVector ConeDirection, float ConeRadius, float CosConeAngle, float SinConeAngle)
FSphere3f ComputeBoundingSphereForCone (FVector3f ConeOrigin, FVector3f ConeDirection, float32 ConeRadius, float32 CosConeAngle, float32 SinConeAngle)
int TruncToInt (float F)
int TruncToInt (float32 F)
float TruncToFloat (float F)
float32 TruncToFloat (float32 F)
float TruncToDouble (float F)
int RoundToInt (float F)
int RoundToInt (float32 F)
float RoundToFloat (float F)
float32 RoundToFloat (float32 F)
float RoundToDouble (float F)
int FloorToInt (float F)
int FloorToInt (float32 F)
float FloorToFloat (float F)
float32 FloorToFloat (float32 F)
float FloorToDouble (float F)
int CeilToInt (float F)
int CeilToInt (float32 F)
float CeilToFloat (float F)
float32 CeilToFloat (float32 F)
float CeilToDouble (float F)
float RoundFromZero (float F)
float32 RoundFromZero (float32 F)
bool IsNaN (float F)
bool IsFinite (float F)
float InvSqrt (float F)
float InvSqrtEst (float F)
float Fractional (float Value)
float Frac (float Value)
bool IsNaN (float32 F)
int RandHelper (int Max)
float32 InvSqrt (float32 F)
float32 InvSqrtEst (float32 F)
float32 Fractional (float32 Value)
float32 Frac (float32 Value)
float Exp (float Value)
float Exp2 (float Value)
float Loge (float Value)
float Log2 (float Value)
float LogX (float Base, float Value)
float Fmod (float X, float Y)
float Sin (float Value)
float Asin (float Value)
float Sinh (float Value)
float Cos (float Value)
float Acos (float Value)
float Tan (float Value)
float Atan (float Value)
float Atan2 (float Y, float X)
float Sqrt (float Value)
float Pow (float A, float B)
float32 Exp (float32 Value)
float32 Exp2 (float32 Value)
float32 Loge (float32 Value)
float32 Log2 (float32 Value)
float32 LogX (float32 Base, float32 Value)
float32 Fmod (float32 X, float32 Y)
float32 Sin (float32 Value)
float32 Asin (float32 Value)
float32 Sinh (float32 Value)
float32 Cos (float32 Value)
float32 Acos (float32 Value)
float32 Tan (float32 Value)
float32 Atan (float32 Value)
float32 Atan2 (float32 Y, float32 X)
float32 Sqrt (float32 Value)
float32 Pow (float32 A, float32 B)
int Rand ()
float32 FRand ()
float Abs (float Value)
float32 Abs (float32 Value)
int Abs (int Value)
float Sign (float Value)
float32 Sign (float32 Value)
int Sign (int Value)
float Min (float A, float B)
float32 Min (float32 A, float32 B)
int Min (int A, int B)
uint Min (uint A, uint B)
float Max3 (float A, float B, float C)
float32 Max3 (float32 A, float32 B, float32 C)
float Max (float A, float B)
float32 Max (float32 A, float32 B)
int Max (int A, int B)
uint Max (uint A, uint B)
float Square (float Value)
float32 Square (float32 Value)
int Square (int Value)
uint Square (uint Value)
float GetMappedRangeValueClamped (FVector2D InputRange, FVector2D OutputRange, float Value)
float GetMappedRangeValueUnclamped (FVector2D InputRange, FVector2D OutputRange, float Value)
float32 GetMappedRangeValueClamped (FVector2f InputRange, FVector2f OutputRange, float32 Value)
float32 GetMappedRangeValueUnclamped (FVector2f InputRange, FVector2f OutputRange, float32 Value)
float32 PerlinNoise1D (float32 X)
 Generates a 1D Perlin noise from the given value. Returns a continuous random value between -1.0 and 1.0.
float32 PerlinNoise2D (FVector2D Location)
 Generates a 1D Perlin noise sample at the given location. Returns a continuous random value between -1.0 and 1.0.
float32 PerlinNoise3D (FVector Location)
 Generates a 3D Perlin noise sample at the given location. Returns a continuous random value between -1.0 and 1.0.
float GridSnap (float Location, float Grid)
float32 GridSnap (float32 Location, float32 Grid)
bool SegmentIntersection2D (FVector SegmentStartA, FVector SegmentEndA, FVector SegmentStartB, FVector SegmentEndB, FVector &out_IntersectionPoint)
 Returns true if there is an intersection between the segment specified by SegmentStartA and SegmentEndA, and the segment specified by SegmentStartB and SegmentEndB, in 2D space. If there is an intersection, the point is placed in out_IntersectionPoint.
float32 FloatSpringInterp (float32 Current, float32 Target, FFloatSpringState &SpringState, float32 Stiffness, float32 CriticalDampingFactor, float32 DeltaTime, float32 Mass=1.f)
 Uses a simple spring model to interpolate a float32 from Current to Target.
float EaseIn (const float &A, const float &B, float Alpha, float Exp)
float EaseOut (const float &A, const float &B, float Alpha, float Exp)
float EaseInOut (const float &A, const float &B, float Alpha, float Exp)
float SinusoidalIn (const float &A, const float &B, float Alpha)
float SinusoidalOut (const float &A, const float &B, float Alpha)
float SinusoidalInOut (const float &A, const float &B, float Alpha)
float ExpoIn (const float &A, const float &B, float Alpha)
float ExpoOut (const float &A, const float &B, float Alpha)
float ExpoInOut (const float &A, const float &B, float Alpha)
float CircularIn (const float &A, const float &B, float Alpha)
float CircularOut (const float &A, const float &B, float Alpha)
float CircularInOut (const float &A, const float &B, float Alpha)
float32 EaseIn (const float32 &A, const float32 &B, float32 Alpha, float32 Exp)
float32 EaseOut (const float32 &A, const float32 &B, float32 Alpha, float32 Exp)
float32 EaseInOut (const float32 &A, const float32 &B, float32 Alpha, float32 Exp)
float32 SinusoidalIn (const float32 &A, const float32 &B, float32 Alpha)
float32 SinusoidalOut (const float32 &A, const float32 &B, float32 Alpha)
float32 SinusoidalInOut (const float32 &A, const float32 &B, float32 Alpha)
float32 ExpoIn (const float32 &A, const float32 &B, float32 Alpha)
float32 ExpoOut (const float32 &A, const float32 &B, float32 Alpha)
float32 ExpoInOut (const float32 &A, const float32 &B, float32 Alpha)
float32 CircularIn (const float32 &A, const float32 &B, float32 Alpha)
float32 CircularOut (const float32 &A, const float32 &B, float32 Alpha)
float32 CircularInOut (const float32 &A, const float32 &B, float32 Alpha)
FVector EaseIn (FVector A, FVector B, float32 Alpha, float32 Exp)
FVector EaseOut (FVector A, FVector B, float32 Alpha, float32 Exp)
FVector EaseInOut (FVector A, FVector B, float32 Alpha, float32 Exp)
FVector SinusoidalIn (FVector A, FVector B, float32 Alpha)
FVector SinusoidalOut (FVector A, FVector B, float32 Alpha)
FVector SinusoidalInOut (FVector A, FVector B, float32 Alpha)
FVector ExpoIn (FVector A, FVector B, float32 Alpha)
FVector ExpoOut (FVector A, FVector B, float32 Alpha)
FVector ExpoInOut (FVector A, FVector B, float32 Alpha)
FVector CircularIn (FVector A, FVector B, float32 Alpha)
FVector CircularOut (FVector A, FVector B, float32 Alpha)
FVector CircularInOut (FVector A, FVector B, float32 Alpha)
bool IsPointInBox (FVector Point, FVector BoxOrigin, FVector BoxExtent)
bool IsPointInBoxWithTransform (FVector Point, FTransform BoxWorldTransform, FVector BoxExtent)
void FindNearestPointsOnLineSegments (FVector Segment1Start, FVector Segment1End, FVector Segment2Start, FVector Segment2End, FVector &Segment1Point, FVector &Segment2Point)
float NormalizeToRange (float Value, float RangeMin, float RangeMax)
int IntegerDivisionTrunc (int Value, int DivideBy)
 Divide integer Value by DivideBy, truncating any decimals from the result.
int64 IntegerDivisionTrunc (int64 Value, int64 DivideBy)
 Divide integer Value by DivideBy, truncating any decimals from the result.
uint IntegerDivisionTrunc (uint Value, uint DivideBy)
 Divide integer Value by DivideBy, truncating any decimals from the result.
uint64 IntegerDivisionTrunc (uint64 Value, uint64 DivideBy)
 Divide integer Value by DivideBy, truncating any decimals from the result.
FRotator LerpShortestPath (FRotator A, FRotator B, float Alpha)
 Lerp between two rotators along the shortest path between them. Uses a quaternion slerp internally.
bool LineBoxIntersection (FBox Box, FVector Start, FVector End)
float32 Modf (float32 InValue, float32 &OutIntPart)
float Modf (float InValue, float &OutIntPart)
FRotator RInterpConstantShortestPathTo (FRotator Current, FRotator Target, float32 DeltaTime, float32 InterpSpeedDegrees)
 Interp with constant speed between two rotators along the shortest path between them. Uses a quaternion interp internally.
FRotator RInterpShortestPathTo (FRotator Current, FRotator Target, float32 DeltaTime, float32 InterpSpeed)
 Interp between two rotators along the shortest path between them. Uses a quaternion interp internally.
void SinCos (float32 &ScalarSin, float32 &ScalarCos, float32 Value)
void SinCos (float &ScalarSin, float &ScalarCos, float Value)
FTransform TInterpTo (FTransform Current, FTransform Target, float32 DeltaTime, float32 InterpSpeed)
float Wrap (float X, float Min, float Max)
 Wraps X to be between Min and Max, inclusive. When X can wrap to both Min and Max, it will wrap to Min if it lies below the range and wrap to Max if it is above the range.
float32 Wrap (float32 X, float32 Min, float32 Max)
 Wraps X to be between Min and Max, inclusive. When X can wrap to both Min and Max, it will wrap to Min if it lies below the range and wrap to Max if it is above the range.
int WrapIndex (int Value, int Min, int Max)
 Wrap the index so it is always [>= Min, < Max) Values lower than Min are wrapped below Max. Values Max or higher are wrapped to Min.
uint WrapIndex (uint Value, uint Min, uint Max)
 Wrap the index so it is always [>= Min, < Max) Values lower than Min are wrapped below Max. Values Max or higher are wrapped to Min.
int Wrap (int X, int Min, int Max)
 Wraps X to be between Min and Max, inclusive. When X can wrap to both Min and Max, it will wrap to Min if it lies below the range and wrap to Max if it is above the range.
uint Wrap (uint X, uint Min, uint Max)
 Wraps X to be between Min and Max, inclusive. When X can wrap to both Min and Max, it will wrap to Min if it lies below the range and wrap to Max if it is above the range.

Function Documentation

◆ Abs() [1/3]

float Abs ( float Value)

◆ Abs() [2/3]

float32 Abs ( float32 Value)

◆ Abs() [3/3]

int Abs ( int Value)

◆ Acos() [1/2]

float Acos ( float Value)

◆ Acos() [2/2]

float32 Acos ( float32 Value)

◆ Asin() [1/2]

float Asin ( float Value)

◆ Asin() [2/2]

float32 Asin ( float32 Value)

◆ Atan() [1/2]

float Atan ( float Value)

◆ Atan() [2/2]

float32 Atan ( float32 Value)

◆ Atan2() [1/2]

float Atan2 ( float Y,
float X )

◆ Atan2() [2/2]

float32 Atan2 ( float32 Y,
float32 X )

◆ CeilToDouble()

float CeilToDouble ( float F)

◆ CeilToFloat() [1/2]

float CeilToFloat ( float F)

◆ CeilToFloat() [2/2]

float32 CeilToFloat ( float32 F)

◆ CeilToInt() [1/2]

int CeilToInt ( float F)

◆ CeilToInt() [2/2]

int CeilToInt ( float32 F)

◆ CInterpTo()

FLinearColor CInterpTo ( FLinearColor Current,
FLinearColor Target,
float32 DeltaTime,
float32 InterpSpeed )

◆ CircularIn() [1/3]

float CircularIn ( const float & A,
const float & B,
float Alpha )

◆ CircularIn() [2/3]

float32 CircularIn ( const float32 & A,
const float32 & B,
float32 Alpha )

◆ CircularIn() [3/3]

FVector CircularIn ( FVector A,
FVector B,
float32 Alpha )

◆ CircularInOut() [1/3]

float CircularInOut ( const float & A,
const float & B,
float Alpha )

◆ CircularInOut() [2/3]

float32 CircularInOut ( const float32 & A,
const float32 & B,
float32 Alpha )

◆ CircularInOut() [3/3]

FVector CircularInOut ( FVector A,
FVector B,
float32 Alpha )

◆ CircularOut() [1/3]

float CircularOut ( const float & A,
const float & B,
float Alpha )

◆ CircularOut() [2/3]

float32 CircularOut ( const float32 & A,
const float32 & B,
float32 Alpha )

◆ CircularOut() [3/3]

FVector CircularOut ( FVector A,
FVector B,
float32 Alpha )

◆ Clamp() [1/4]

float Clamp ( float X,
float Min,
float Max )

Clamps X to be between Min and Max, inclusive.

◆ Clamp() [2/4]

float32 Clamp ( float32 X,
float32 Min,
float32 Max )

Clamps X to be between Min and Max, inclusive.

◆ Clamp() [3/4]

int Clamp ( int X,
int Min,
int Max )

Clamps X to be between Min and Max, inclusive.

◆ Clamp() [4/4]

uint Clamp ( uint X,
uint Min,
uint Max )

Clamps X to be between Min and Max, inclusive.

◆ ClampAngle() [1/2]

float ClampAngle ( float AngleDegrees,
float MinAngleDegrees,
float MaxAngleDegrees )

◆ ClampAngle() [2/2]

float32 ClampAngle ( float32 AngleDegrees,
float32 MinAngleDegrees,
float32 MaxAngleDegrees )

◆ ClosestPointOnInfiniteLine()

FVector ClosestPointOnInfiniteLine ( FVector LineStart,
FVector LineEnd,
FVector Point )

◆ ClosestPointOnLine()

FVector ClosestPointOnLine ( FVector LineStart,
FVector LineEnd,
FVector Point )

◆ ComputeBoundingSphereForCone() [1/2]

FSphere ComputeBoundingSphereForCone ( FVector ConeOrigin,
FVector ConeDirection,
float ConeRadius,
float CosConeAngle,
float SinConeAngle )

◆ ComputeBoundingSphereForCone() [2/2]

FSphere3f ComputeBoundingSphereForCone ( FVector3f ConeOrigin,
FVector3f ConeDirection,
float32 ConeRadius,
float32 CosConeAngle,
float32 SinConeAngle )

◆ Cos() [1/2]

float Cos ( float Value)

◆ Cos() [2/2]

float32 Cos ( float32 Value)

◆ CubicInterp() [1/6]

FQuat CubicInterp ( FQuat Point0,
FQuat Tangent0,
FQuat Point1,
FQuat Tangent1,
const float & Alpha )

◆ CubicInterp() [2/6]

FQuat CubicInterp ( FQuat Point0,
FQuat Tangent0,
FQuat Point1,
FQuat Tangent1,
const float32 & Alpha )

◆ CubicInterp() [3/6]

FQuat4f CubicInterp ( FQuat4f Point0,
FQuat4f Tangent0,
FQuat4f Point1,
FQuat4f Tangent1,
const float32 & Alpha )

◆ CubicInterp() [4/6]

FVector CubicInterp ( FVector Point0,
FVector Tangent0,
FVector Point1,
FVector Tangent1,
const float & Alpha )

◆ CubicInterp() [5/6]

FVector CubicInterp ( FVector Point0,
FVector Tangent0,
FVector Point1,
FVector Tangent1,
const float32 & Alpha )

◆ CubicInterp() [6/6]

FVector3f CubicInterp ( FVector3f Point0,
FVector3f Tangent0,
FVector3f Point1,
FVector3f Tangent1,
const float32 & Alpha )

◆ CubicInterpDerivative() [1/6]

FRotator CubicInterpDerivative ( FRotator Point0,
FRotator Tangent0,
FRotator Point1,
FRotator Tangent1,
const float & Alpha )

◆ CubicInterpDerivative() [2/6]

FRotator CubicInterpDerivative ( FRotator Point0,
FRotator Tangent0,
FRotator Point1,
FRotator Tangent1,
const float32 & Alpha )

◆ CubicInterpDerivative() [3/6]

FRotator3f CubicInterpDerivative ( FRotator3f Point0,
FRotator3f Tangent0,
FRotator3f Point1,
FRotator3f Tangent1,
const float32 & Alpha )

◆ CubicInterpDerivative() [4/6]

FVector CubicInterpDerivative ( FVector Point0,
FVector Tangent0,
FVector Point1,
FVector Tangent1,
const float & Alpha )

◆ CubicInterpDerivative() [5/6]

FVector CubicInterpDerivative ( FVector Point0,
FVector Tangent0,
FVector Point1,
FVector Tangent1,
const float32 & Alpha )

◆ CubicInterpDerivative() [6/6]

FVector3f CubicInterpDerivative ( FVector3f Point0,
FVector3f Tangent0,
FVector3f Point1,
FVector3f Tangent1,
const float32 & Alpha )

◆ DegreesToRadians() [1/2]

float DegreesToRadians ( const float & DegVal)

◆ DegreesToRadians() [2/2]

float32 DegreesToRadians ( const float32 & DegVal)

◆ EaseIn() [1/3]

float EaseIn ( const float & A,
const float & B,
float Alpha,
float Exp )

◆ EaseIn() [2/3]

float32 EaseIn ( const float32 & A,
const float32 & B,
float32 Alpha,
float32 Exp )

◆ EaseIn() [3/3]

FVector EaseIn ( FVector A,
FVector B,
float32 Alpha,
float32 Exp )

◆ EaseInOut() [1/3]

float EaseInOut ( const float & A,
const float & B,
float Alpha,
float Exp )

◆ EaseInOut() [2/3]

float32 EaseInOut ( const float32 & A,
const float32 & B,
float32 Alpha,
float32 Exp )

◆ EaseInOut() [3/3]

FVector EaseInOut ( FVector A,
FVector B,
float32 Alpha,
float32 Exp )

◆ EaseOut() [1/3]

float EaseOut ( const float & A,
const float & B,
float Alpha,
float Exp )

◆ EaseOut() [2/3]

float32 EaseOut ( const float32 & A,
const float32 & B,
float32 Alpha,
float32 Exp )

◆ EaseOut() [3/3]

FVector EaseOut ( FVector A,
FVector B,
float32 Alpha,
float32 Exp )

◆ Exp() [1/2]

float Exp ( float Value)

◆ Exp() [2/2]

float32 Exp ( float32 Value)

◆ Exp2() [1/2]

float Exp2 ( float Value)

◆ Exp2() [2/2]

float32 Exp2 ( float32 Value)

◆ ExpoIn() [1/3]

float ExpoIn ( const float & A,
const float & B,
float Alpha )

◆ ExpoIn() [2/3]

float32 ExpoIn ( const float32 & A,
const float32 & B,
float32 Alpha )

◆ ExpoIn() [3/3]

FVector ExpoIn ( FVector A,
FVector B,
float32 Alpha )

◆ ExpoInOut() [1/3]

float ExpoInOut ( const float & A,
const float & B,
float Alpha )

◆ ExpoInOut() [2/3]

float32 ExpoInOut ( const float32 & A,
const float32 & B,
float32 Alpha )

◆ ExpoInOut() [3/3]

FVector ExpoInOut ( FVector A,
FVector B,
float32 Alpha )

◆ ExpoOut() [1/3]

float ExpoOut ( const float & A,
const float & B,
float Alpha )

◆ ExpoOut() [2/3]

float32 ExpoOut ( const float32 & A,
const float32 & B,
float32 Alpha )

◆ ExpoOut() [3/3]

FVector ExpoOut ( FVector A,
FVector B,
float32 Alpha )

◆ FastAsin() [1/2]

float FastAsin ( float Value)

◆ FastAsin() [2/2]

float32 FastAsin ( float32 Value)

◆ FindDeltaAngleDegrees() [1/2]

float FindDeltaAngleDegrees ( float A1,
float A2 )

◆ FindDeltaAngleDegrees() [2/2]

float32 FindDeltaAngleDegrees ( float32 A1,
float32 A2 )

◆ FindDeltaAngleRadians() [1/2]

float FindDeltaAngleRadians ( float A1,
float A2 )

◆ FindDeltaAngleRadians() [2/2]

float32 FindDeltaAngleRadians ( float32 A1,
float32 A2 )

◆ FindNearestPointsOnLineSegments()

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

◆ FInterpConstantTo() [1/2]

float FInterpConstantTo ( float Current,
float Target,
float DeltaTime,
float InterpSpeed )

◆ FInterpConstantTo() [2/2]

float32 FInterpConstantTo ( float32 Current,
float32 Target,
float32 DeltaTime,
float32 InterpSpeed )

◆ FInterpTo() [1/2]

float FInterpTo ( float Current,
float Target,
float DeltaTime,
float InterpSpeed )

◆ FInterpTo() [2/2]

float32 FInterpTo ( float32 Current,
float32 Target,
float32 DeltaTime,
float32 InterpSpeed )

◆ FloatSpringInterp()

float32 FloatSpringInterp ( float32 Current,
float32 Target,
FFloatSpringState & SpringState,
float32 Stiffness,
float32 CriticalDampingFactor,
float32 DeltaTime,
float32 Mass = 1.f )

Uses a simple spring model to interpolate a float32 from Current to Target.

Parameters
CurrentCurrent value
TargetTarget value
SpringStateData related to spring model (velocity, error, etc..) - Create a unique variable per spring
StiffnessHow stiff the spring model is (more stiffness means more oscillation around the target value)
CriticalDampingFactorHow much damping to apply to the spring (0 means no damping, 1 means critically damped which means no oscillation)
MassMultiplier that acts like mass on a spring

◆ FloorToDouble()

float FloorToDouble ( float F)

◆ FloorToFloat() [1/2]

float FloorToFloat ( float F)

◆ FloorToFloat() [2/2]

float32 FloorToFloat ( float32 F)

◆ FloorToInt() [1/2]

int FloorToInt ( float F)

◆ FloorToInt() [2/2]

int FloorToInt ( float32 F)

◆ Fmod() [1/2]

float Fmod ( float X,
float Y )

◆ Fmod() [2/2]

float32 Fmod ( float32 X,
float32 Y )

◆ Frac() [1/2]

float Frac ( float Value)

◆ Frac() [2/2]

float32 Frac ( float32 Value)

◆ Fractional() [1/2]

float Fractional ( float Value)

◆ Fractional() [2/2]

float32 Fractional ( float32 Value)

◆ FRand()

float32 FRand ( )

◆ GetMappedRangeValueClamped() [1/2]

float GetMappedRangeValueClamped ( FVector2D InputRange,
FVector2D OutputRange,
float Value )

◆ GetMappedRangeValueClamped() [2/2]

float32 GetMappedRangeValueClamped ( FVector2f InputRange,
FVector2f OutputRange,
float32 Value )

◆ GetMappedRangeValueUnclamped() [1/2]

float GetMappedRangeValueUnclamped ( FVector2D InputRange,
FVector2D OutputRange,
float Value )

◆ GetMappedRangeValueUnclamped() [2/2]

float32 GetMappedRangeValueUnclamped ( FVector2f InputRange,
FVector2f OutputRange,
float32 Value )

◆ GetReflectionVector()

FVector GetReflectionVector ( FVector Direction,
FVector SurfaceNormal )

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!

Parameters
DirectionDirection vector the ray is coming from.
SurfaceNormalA normal of the surface the ray should be reflected on.
Returns
Reflected vector.

◆ GridSnap() [1/2]

float GridSnap ( float Location,
float Grid )

◆ GridSnap() [2/2]

float32 GridSnap ( float32 Location,
float32 Grid )

◆ IntegerDivisionTrunc() [1/4]

int IntegerDivisionTrunc ( int Value,
int DivideBy )

Divide integer Value by DivideBy, truncating any decimals from the result.

◆ IntegerDivisionTrunc() [2/4]

int64 IntegerDivisionTrunc ( int64 Value,
int64 DivideBy )

Divide integer Value by DivideBy, truncating any decimals from the result.

◆ IntegerDivisionTrunc() [3/4]

uint IntegerDivisionTrunc ( uint Value,
uint DivideBy )

Divide integer Value by DivideBy, truncating any decimals from the result.

◆ IntegerDivisionTrunc() [4/4]

uint64 IntegerDivisionTrunc ( uint64 Value,
uint64 DivideBy )

Divide integer Value by DivideBy, truncating any decimals from the result.

◆ InvSqrt() [1/2]

float InvSqrt ( float F)

◆ InvSqrt() [2/2]

float32 InvSqrt ( float32 F)

◆ InvSqrtEst() [1/2]

float InvSqrtEst ( float F)

◆ InvSqrtEst() [2/2]

float32 InvSqrtEst ( float32 F)

◆ IsFinite() [1/2]

bool IsFinite ( float F)

◆ IsFinite() [2/2]

bool IsFinite ( float32 F)

◆ IsNaN() [1/2]

bool IsNaN ( float F)

◆ IsNaN() [2/2]

bool IsNaN ( float32 F)

◆ IsNearlyEqual() [1/2]

bool IsNearlyEqual ( float A,
float B,
float ErrorTolerance = SMALL_NUMBER )

◆ IsNearlyEqual() [2/2]

bool IsNearlyEqual ( float32 A,
float32 B,
float32 ErrorTolerance = SMALL_NUMBER )

◆ IsNearlyZero() [1/2]

bool IsNearlyZero ( float Value,
float ErrorTolerance = SMALL_NUMBER )

◆ IsNearlyZero() [2/2]

bool IsNearlyZero ( float32 Value,
float32 ErrorTolerance = SMALL_NUMBER )

◆ IsPointInBox()

bool IsPointInBox ( FVector Point,
FVector BoxOrigin,
FVector BoxExtent )

◆ IsPointInBoxWithTransform()

bool IsPointInBoxWithTransform ( FVector Point,
FTransform BoxWorldTransform,
FVector BoxExtent )

◆ IsPowerOfTwo()

bool IsPowerOfTwo ( int Value)

◆ IsWithin() [1/3]

bool IsWithin ( const float & TestValue,
const float & MinValue,
const float & MaxValue )

◆ IsWithin() [2/3]

bool IsWithin ( const float32 & TestValue,
const float32 & MinValue,
const float32 & MaxValue )

◆ IsWithin() [3/3]

bool IsWithin ( const int & TestValue,
const int & MinValue,
const int & MaxValue )

◆ IsWithinInclusive() [1/3]

bool IsWithinInclusive ( const float & TestValue,
const float & MinValue,
const float & MaxValue )

◆ IsWithinInclusive() [2/3]

bool IsWithinInclusive ( const float32 & TestValue,
const float32 & MinValue,
const float32 & MaxValue )

◆ IsWithinInclusive() [3/3]

bool IsWithinInclusive ( const int & TestValue,
const int & MinValue,
const int & MaxValue )

◆ Lerp() [1/7]

float Lerp ( const float & A,
const float & B,
const float & Alpha )

◆ Lerp() [2/7]

float32 Lerp ( const float32 & A,
const float32 & B,
const float32 & Alpha )

◆ Lerp() [3/7]

FLinearColor Lerp ( FLinearColor A,
FLinearColor B,
const float32 & Alpha )

◆ Lerp() [4/7]

FVector Lerp ( FVector A,
FVector B,
const float & Alpha )

◆ Lerp() [5/7]

FVector2D Lerp ( FVector2D A,
FVector2D B,
const float & Alpha )

◆ Lerp() [6/7]

FVector2f Lerp ( FVector2f A,
FVector2f B,
const float32 & Alpha )

◆ Lerp() [7/7]

FVector3f Lerp ( FVector3f A,
FVector3f B,
const float32 & Alpha )

◆ LerpShortestPath()

FRotator LerpShortestPath ( FRotator A,
FRotator B,
float Alpha )

Lerp between two rotators along the shortest path between them. Uses a quaternion slerp internally.

◆ LerpStable() [1/2]

float LerpStable ( const float & A,
const float & B,
float Alpha )

◆ LerpStable() [2/2]

float32 LerpStable ( const float32 & A,
const float32 & B,
float32 Alpha )

◆ LineBoxIntersection() [1/2]

bool LineBoxIntersection ( FBox Box,
FVector Start,
FVector End )

◆ LineBoxIntersection() [2/2]

bool LineBoxIntersection ( FBox Box,
FVector Start,
FVector End,
FVector StartToEnd )

◆ LinePlaneIntersection() [1/2]

FVector LinePlaneIntersection ( FVector Point1,
FVector Point2,
FVector PlaneOrigin,
FVector PlaneNormal )

◆ LinePlaneIntersection() [2/2]

FVector3f LinePlaneIntersection ( FVector3f Point1,
FVector3f Point2,
FVector3f PlaneOrigin,
FVector3f PlaneNormal )

◆ LineSphereIntersection() [1/2]

bool LineSphereIntersection ( FVector Start,
FVector Dir,
float Length,
FVector Origin,
float Radius )

◆ LineSphereIntersection() [2/2]

bool LineSphereIntersection ( FVector3f Start,
FVector3f Dir,
float32 Length,
FVector3f Origin,
float32 Radius )

◆ Log2() [1/2]

float Log2 ( float Value)

◆ Log2() [2/2]

float32 Log2 ( float32 Value)

◆ Loge() [1/2]

float Loge ( float Value)

◆ Loge() [2/2]

float32 Loge ( float32 Value)

◆ LogX() [1/2]

float LogX ( float Base,
float Value )

◆ LogX() [2/2]

float32 LogX ( float32 Base,
float32 Value )

◆ MakePulsatingValue()

float32 MakePulsatingValue ( float InCurrentTime,
float32 InPulsesPerSecond,
float32 InPhase = 0.0f )

Simple function to create a pulsating scalar value.

Parameters
InCurrentTimeCurrent absolute time
InPulsesPerSecondHow many full pulses per second?
InPhaseOptional phase amount, between 0.0 and 1.0 (to synchronize pulses)
Returns
Pulsating value (0.0-1.0)

◆ Max() [1/4]

float Max ( float A,
float B )

◆ Max() [2/4]

float32 Max ( float32 A,
float32 B )

◆ Max() [3/4]

int Max ( int A,
int B )

◆ Max() [4/4]

uint Max ( uint A,
uint B )

◆ Max3() [1/2]

float Max3 ( float A,
float B,
float C )

◆ Max3() [2/2]

float32 Max3 ( float32 A,
float32 B,
float32 C )

◆ Min() [1/4]

float Min ( float A,
float B )

◆ Min() [2/4]

float32 Min ( float32 A,
float32 B )

◆ Min() [3/4]

int Min ( int A,
int B )

◆ Min() [4/4]

uint Min ( uint A,
uint B )

◆ Modf() [1/2]

float Modf ( float InValue,
float & OutIntPart )

◆ Modf() [2/2]

float32 Modf ( float32 InValue,
float32 & OutIntPart )

◆ NormalizeToRange()

float NormalizeToRange ( float Value,
float RangeMin,
float RangeMax )

◆ PerlinNoise1D()

float32 PerlinNoise1D ( float32 X)

Generates a 1D Perlin noise from the given value. Returns a continuous random value between -1.0 and 1.0.

Returns
Perlin noise in the range of -1.0 to 1.0

◆ PerlinNoise2D()

float32 PerlinNoise2D ( FVector2D Location)

Generates a 1D Perlin noise sample at the given location. Returns a continuous random value between -1.0 and 1.0.

Parameters
LocationWhere to sample
Returns
Perlin noise in the range of -1.0 to 1.0

◆ PerlinNoise3D()

float32 PerlinNoise3D ( FVector Location)

Generates a 3D Perlin noise sample at the given location. Returns a continuous random value between -1.0 and 1.0.

Parameters
LocationWhere to sample
Returns
Perlin noise in the range of -1.0 to 1.0

◆ Pow() [1/2]

float Pow ( float A,
float B )

◆ Pow() [2/2]

float32 Pow ( float32 A,
float32 B )

◆ QInterpConstantTo() [1/2]

FQuat QInterpConstantTo ( FQuat Current,
FQuat Target,
float32 DeltaTime,
float32 InterpSpeed )

◆ QInterpConstantTo() [2/2]

FQuat4f QInterpConstantTo ( FQuat4f Current,
FQuat4f Target,
float32 DeltaTime,
float32 InterpSpeed )

◆ QInterpTo() [1/2]

FQuat QInterpTo ( FQuat Current,
FQuat Target,
float32 DeltaTime,
float32 InterpSpeed )

◆ QInterpTo() [2/2]

FQuat4f QInterpTo ( FQuat4f Current,
FQuat4f Target,
float32 DeltaTime,
float32 InterpSpeed )

◆ RadiansToDegrees() [1/2]

float RadiansToDegrees ( const float & RadVal)

◆ RadiansToDegrees() [2/2]

float32 RadiansToDegrees ( const float32 & RadVal)

◆ Rand()

int Rand ( )

◆ RandBool()

bool RandBool ( )

◆ RandHelper()

int RandHelper ( int Max)

◆ RandomPointInBoundingBox()

FVector RandomPointInBoundingBox ( FVector Center,
FVector HalfSize )

◆ RandomRotator()

FRotator RandomRotator ( bool bRoll)

◆ RandPointInCircle()

FVector2D RandPointInCircle ( float32 Radius)

Get a random point on a unit circle, evenly spread across the circumference.

◆ RandRange() [1/3]

float RandRange ( float Min,
float Max )

◆ RandRange() [2/3]

float32 RandRange ( float32 Min,
float32 Max )

◆ RandRange() [3/3]

int RandRange ( int Min,
int Max )

Returns a random integer >= Min and <= Max.

◆ RayPlaneIntersection()

FVector RayPlaneIntersection ( FVector RayOrigin,
FVector RayDirection,
FPlane Plane )

◆ RInterpConstantShortestPathTo()

FRotator RInterpConstantShortestPathTo ( FRotator Current,
FRotator Target,
float32 DeltaTime,
float32 InterpSpeedDegrees )

Interp with constant speed between two rotators along the shortest path between them. Uses a quaternion interp internally.

◆ RInterpConstantTo()

FRotator RInterpConstantTo ( FRotator Current,
FRotator Target,
float32 DeltaTime,
float32 InterpSpeed )

◆ RInterpShortestPathTo()

FRotator RInterpShortestPathTo ( FRotator Current,
FRotator Target,
float32 DeltaTime,
float32 InterpSpeed )

Interp between two rotators along the shortest path between them. Uses a quaternion interp internally.

◆ RInterpTo()

FRotator RInterpTo ( FRotator Current,
FRotator Target,
float32 DeltaTime,
float32 InterpSpeed )

◆ RotatorFromAxisAndAngle()

FRotator RotatorFromAxisAndAngle ( FVector Axis,
float32 Angle )

◆ RoundFromZero() [1/2]

float RoundFromZero ( float F)

◆ RoundFromZero() [2/2]

float32 RoundFromZero ( float32 F)

◆ RoundToDouble()

float RoundToDouble ( float F)

◆ RoundToFloat() [1/2]

float RoundToFloat ( float F)

◆ RoundToFloat() [2/2]

float32 RoundToFloat ( float32 F)

◆ RoundToInt() [1/2]

int RoundToInt ( float F)

◆ RoundToInt() [2/2]

int RoundToInt ( float32 F)

◆ SegmentIntersection2D()

bool SegmentIntersection2D ( FVector SegmentStartA,
FVector SegmentEndA,
FVector SegmentStartB,
FVector SegmentEndB,
FVector & out_IntersectionPoint )

Returns true if there is an intersection between the segment specified by SegmentStartA and SegmentEndA, and the segment specified by SegmentStartB and SegmentEndB, in 2D space. If there is an intersection, the point is placed in out_IntersectionPoint.

Parameters
SegmentStartAstart point of first segment
SegmentEndAend point of first segment
SegmentStartBstart point of second segment
SegmentEndBend point of second segment
out_IntersectionPointout var for the intersection point (if any)
Returns
true if intersection occurred

◆ Sign() [1/3]

float Sign ( float Value)

◆ Sign() [2/3]

float32 Sign ( float32 Value)

◆ Sign() [3/3]

int Sign ( int Value)

◆ Sin() [1/2]

float Sin ( float Value)

◆ Sin() [2/2]

float32 Sin ( float32 Value)

◆ SinCos() [1/2]

void SinCos ( float & ScalarSin,
float & ScalarCos,
float Value )

◆ SinCos() [2/2]

void SinCos ( float32 & ScalarSin,
float32 & ScalarCos,
float32 Value )

◆ Sinh() [1/2]

float Sinh ( float Value)

◆ Sinh() [2/2]

float32 Sinh ( float32 Value)

◆ SinusoidalIn() [1/3]

float SinusoidalIn ( const float & A,
const float & B,
float Alpha )

◆ SinusoidalIn() [2/3]

float32 SinusoidalIn ( const float32 & A,
const float32 & B,
float32 Alpha )

◆ SinusoidalIn() [3/3]

FVector SinusoidalIn ( FVector A,
FVector B,
float32 Alpha )

◆ SinusoidalInOut() [1/3]

float SinusoidalInOut ( const float & A,
const float & B,
float Alpha )

◆ SinusoidalInOut() [2/3]

float32 SinusoidalInOut ( const float32 & A,
const float32 & B,
float32 Alpha )

◆ SinusoidalInOut() [3/3]

FVector SinusoidalInOut ( FVector A,
FVector B,
float32 Alpha )

◆ SinusoidalOut() [1/3]

float SinusoidalOut ( const float & A,
const float & B,
float Alpha )

◆ SinusoidalOut() [2/3]

float32 SinusoidalOut ( const float32 & A,
const float32 & B,
float32 Alpha )

◆ SinusoidalOut() [3/3]

FVector SinusoidalOut ( FVector A,
FVector B,
float32 Alpha )

◆ SmoothStep() [1/2]

float SmoothStep ( float A,
float B,
float X )

Returns a smooth Hermite interpolation between 0 and 1 for the value X (where X ranges between A and B) Clamped to 0 for X <= A and 1 for X >= B.

Parameters
AMinimum value of X
BMaximum value of X
XParameter
Returns
Smoothed value between 0 and 1

◆ SmoothStep() [2/2]

float32 SmoothStep ( float32 A,
float32 B,
float32 X )

Returns a smooth Hermite interpolation between 0 and 1 for the value X (where X ranges between A and B) Clamped to 0 for X <= A and 1 for X >= B.

Parameters
AMinimum value of X
BMaximum value of X
XParameter
Returns
Smoothed value between 0 and 1

◆ SphereAABBIntersection() [1/4]

bool SphereAABBIntersection ( FSphere Sphere,
FBox AABB )

◆ SphereAABBIntersection() [2/4]

bool SphereAABBIntersection ( FSphere3f Sphere,
FBox3f AABB )

◆ SphereAABBIntersection() [3/4]

bool SphereAABBIntersection ( FVector SphereCenter,
float RadiusSquared,
FBox AABB )

◆ SphereAABBIntersection() [4/4]

bool SphereAABBIntersection ( FVector3f SphereCenter,
float32 RadiusSquared,
FBox3f AABB )

◆ Sqrt() [1/2]

float Sqrt ( float Value)

◆ Sqrt() [2/2]

float32 Sqrt ( float32 Value)

◆ Square() [1/4]

float Square ( float Value)

◆ Square() [2/4]

float32 Square ( float32 Value)

◆ Square() [3/4]

int Square ( int Value)

◆ Square() [4/4]

uint Square ( uint Value)

◆ Tan() [1/2]

float Tan ( float Value)

◆ Tan() [2/2]

float32 Tan ( float32 Value)

◆ TInterpTo()

FTransform TInterpTo ( FTransform Current,
FTransform Target,
float32 DeltaTime,
float32 InterpSpeed )

◆ TruncToDouble()

float TruncToDouble ( float F)

◆ TruncToFloat() [1/2]

float TruncToFloat ( float F)

◆ TruncToFloat() [2/2]

float32 TruncToFloat ( float32 F)

◆ TruncToInt() [1/2]

int TruncToInt ( float F)

◆ TruncToInt() [2/2]

int TruncToInt ( float32 F)

◆ UnwindDegrees() [1/2]

float UnwindDegrees ( float A)

Utility to ensure angle is between +/- 180 degrees by unwinding.

◆ UnwindDegrees() [2/2]

float32 UnwindDegrees ( float32 A)

Utility to ensure angle is between +/- 180 degrees by unwinding.

◆ UnwindRadians() [1/2]

float UnwindRadians ( float A)

Utility to ensure angle is between +/- 180 degrees by unwinding.

◆ UnwindRadians() [2/2]

float32 UnwindRadians ( float32 A)

Utility to ensure angle is between +/- 180 degrees by unwinding.

◆ Vector2DInterpConstantTo()

FVector2D Vector2DInterpConstantTo ( FVector2D Current,
FVector2D Target,
float32 DeltaTime,
float32 InterpSpeed )

◆ Vector2DInterpTo()

FVector2D Vector2DInterpTo ( FVector2D Current,
FVector2D Target,
float32 DeltaTime,
float32 InterpSpeed )

◆ VInterpConstantTo()

FVector VInterpConstantTo ( FVector Current,
FVector Target,
float32 DeltaTime,
float32 InterpSpeed )

◆ VInterpNormalRotationTo()

FVector VInterpNormalRotationTo ( FVector Current,
FVector Target,
float32 DeltaTime,
float32 RotationSpeedDegrees )

◆ VInterpTo()

FVector VInterpTo ( FVector Current,
FVector Target,
float32 DeltaTime,
float32 InterpSpeed )

◆ VLerp()

FVector VLerp ( FVector A,
FVector B,
FVector Alpha )

◆ VRand()

FVector VRand ( )

Returns a random vector with length of 1.

◆ VRandCone() [1/2]

FVector VRandCone ( FVector DDir,
float32 ConeHalfAngleRad )

◆ VRandCone() [2/2]

FVector VRandCone ( FVector DDir,
float32 HorizontalConeHalfAngleRad,
float32 VerticalConeHalfAngleRad )

Returns a random unit vector, uniformly distributed, within the specified cone ConeHalfAngleRad is the half-angle of cone, in radians. Returns a normalized vector.

◆ Wrap() [1/4]

float Wrap ( float X,
float Min,
float Max )

Wraps X to be between Min and Max, inclusive. When X can wrap to both Min and Max, it will wrap to Min if it lies below the range and wrap to Max if it is above the range.

◆ Wrap() [2/4]

float32 Wrap ( float32 X,
float32 Min,
float32 Max )

Wraps X to be between Min and Max, inclusive. When X can wrap to both Min and Max, it will wrap to Min if it lies below the range and wrap to Max if it is above the range.

◆ Wrap() [3/4]

int Wrap ( int X,
int Min,
int Max )

Wraps X to be between Min and Max, inclusive. When X can wrap to both Min and Max, it will wrap to Min if it lies below the range and wrap to Max if it is above the range.

◆ Wrap() [4/4]

uint Wrap ( uint X,
uint Min,
uint Max )

Wraps X to be between Min and Max, inclusive. When X can wrap to both Min and Max, it will wrap to Min if it lies below the range and wrap to Max if it is above the range.

◆ WrapIndex() [1/2]

int WrapIndex ( int Value,
int Min,
int Max )

Wrap the index so it is always [>= Min, < Max) Values lower than Min are wrapped below Max. Values Max or higher are wrapped to Min.

This differs from Math::Wrap() in that the Max boundary is exclusive, rather than inclusive.

◆ WrapIndex() [2/2]

uint WrapIndex ( uint Value,
uint Min,
uint Max )

Wrap the index so it is always [>= Min, < Max) Values lower than Min are wrapped below Max. Values Max or higher are wrapped to Min.

This differs from Math::Wrap() in that the Max boundary is exclusive, rather than inclusive.