Actions
Break Vector 4 |
Breaks a 4D vector apart into X, Y, Z, W. Target is Kismet Math Library |
Cross Product XYZ (Vector4) |
Returns the cross product of two vectors - see http://mathworld.wolfram.com/CrossProduct.html Target is Kismet Math Library |
Dot Product (Vector4) |
Returns the dot product of two vectors - see http://mathworld.wolfram.com/DotProduct.html Target is Kismet Math Library |
Dot Product XYZ (Vector4) |
Returns the dot product of two vectors - see http://mathworld.wolfram.com/DotProduct.html The W element is ignored. Target is Kismet Math Library |
Equal (Vector4) |
Returns true if vector A is equal to vector B (A == B) within a specified error tolerance Target is Kismet Math Library |
Equal Exactly (Vector4) |
Returns true if vector A is equal to vector B (A == B) Target is Kismet Math Library |
Is Normal XYZ (Vector4) |
Determines if vector is normalized / unit (length 1). The W element is ignored. Target is Kismet Math Library |
Is Unit XYZ (Vector4) |
Determines if vector is normalized / unit (length 1) within specified squared tolerance. The W element is ignored. Target is Kismet Math Library |
Length (Vector4) |
Returns the length of the vector. Target is Kismet Math Library |
Length Squared (Vector4) |
Returns the squared length of the vector. Target is Kismet Math Library |
LengthXYZ (Vector4) |
Returns the length of the vector. The W element is ignored. Target is Kismet Math Library |
LengthXYZ Squared (Vector4) |
Returns the squared length of the vector. The W element is ignored. Target is Kismet Math Library |
Make Vector 4 |
Makes a 4D vector {X, Y, Z, W} Target is Kismet Math Library |
Negated (Vector4) |
Gets a negated copy of the vector. Equivalent to -Vector for scripts. Target is Kismet Math Library |
Normal unsafe XYZ (Vector4) |
Calculates normalized unit version of vector without checking for zero length. The W element is ignored and the returned vector has W=0. Target is Kismet Math Library |
Normalize In Place XYZ (Vector4) |
Normalize this vector in-place if it is large enough or set it to (0,0,0,0) otherwise. The W element is ignored and the returned vector has W=0. Target is Kismet Math Library |
Normalize XYZ (Vector 4) |
Gets a normalized unit copy of the vector, ensuring it is safe to do so based on the length. The W element is ignored and the returned vector has W=0. Returns zero vector if vector length is too small to safely normalize. Target is Kismet Math Library |
Not Equal (Vector4) |
Returns true if vector A is not equal to vector B (A != B) within a specified error tolerance Target is Kismet Math Library |
Not Equal Exactly (Vector4) |
Returns true if vector A is not equal to vector B (A != B) within a specified error tolerance Target is Kismet Math Library |
Transform Vector4 by Matrix |
Transform the input vector4 by a provided matrix4x4 and returns the resulting vector4. Target is Kismet Math Library |
Vector 4 Assign |
Assign the values of the supplied vector. Target is Kismet Math Library |
Vector 4 Is NAN |
Determines if any component is not a number (NAN) Target is Kismet Math Library |
Vector 4 Is Nearly Zero 3 |
Checks whether vector is near to zero within a specified tolerance. The W element is ignored. Target is Kismet Math Library |
Vector 4 Is Zero |
Checks whether all components of the vector are exactly zero. Target is Kismet Math Library |
Vector 4 Mirror by Vector 3 |
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! The W element is ignored. Target is Kismet Math Library |
Vector 4 Set |
Set the values of the vector directly. Target is Kismet Math Library |
Vector 4 Zero |
4D vector zero constant (0,0,0) Target is Kismet Math Library |
Vector4 - Vector4 |
Returns subtraction of Vector B from Vector A (A - B) Target is Kismet Math Library |
Vector4 * Vector4 |
Element-wise Vector multiplication (Result = {A.x*B.x, A.y*B.y, A.z*B.z, A.w*B.w}) Target is Kismet Math Library |
Vector4 / Vector4 |
Element-wise Vector divide (Result = {A.x/B.x, A.y/B.y, A.z/B.z, A.w/B.w}) Target is Kismet Math Library |
Vector4 + Vector4 |
Returns addition of Vector A and Vector B (A + B) Target is Kismet Math Library |