Conversions

Conversions

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Rotation From X Vector

Return the FRotator orientation corresponding to the direction in which the vector points. Sets Yaw and Pitch to the proper numbers, and sets Roll to zero because the roll can't be determined from a vector.

Target is Kismet Math Library

To Boolean (Integer)

Converts a int to a bool

Target is Kismet Math Library

To Byte (Boolean)

Converts a bool to a byte

Target is Kismet Math Library

To Byte (Integer)

Converts an integer to a byte (if the integer is too large, returns the low 8 bits)

Target is Kismet Math Library

To Byte (Integer64)

Converts a 64 bit integer to a byte (if the integer is too large, returns the low 8 bits)

Target is Kismet Math Library

To Color (LinearColor)

Quantizes the linear color and returns the result as a FColor with optional sRGB conversion and quality as goal.

Target is Kismet Math Library

To Double (Byte)

Converts a byte to a double

Target is Kismet Math Library

To Double (Float)

Converts a 32 bit floating point to a 64 bit floating point

Target is Kismet Math Library

To Double (Integer)

Converts an integer to a double

Target is Kismet Math Library

To Double (Integer64)

Converts a 64 bit integer to a 64 bit floating point

Target is Kismet Math Library

To Float (Boolean)

Converts a bool to a float (0.0f or 1.0f)

Target is Kismet Math Library

To Float (Byte)

Converts a byte to a float

Target is Kismet Math Library

To Float (Double)

Converts a 64 bit floating point to a 32 bit floating point (if the float is too large, returns the low 32 bits)

Target is Kismet Math Library

To Float (Integer)

Converts an integer to a float

Target is Kismet Math Library

To Integer (Boolean)

Converts a bool to an int

Target is Kismet Math Library

To Integer (Byte)

Converts a byte to an integer

Target is Kismet Math Library

To Integer (Integer64)

Converts a 64 bit integer to a 32 bit integer (if the integer is too large, returns the low 32 bits)

Target is Kismet Math Library

To Integer64 (Byte)

Converts a byte to an integer

Target is Kismet Math Library

To Integer64 (Double)

Converts a 64 bit floating point to a 64 bit integer

Target is Kismet Math Library

To Integer64 (Integer)

Converts an integer to a 64 bit integer

Target is Kismet Math Library

To IntPoint (Vector2D)

Convert a Vector2D to an IntPoint

Target is Kismet Math Library

To IntVector (Integer)

Converts an integer to an IntVector

Target is Kismet Math Library

To LinearColor (Color)

Converts a color to LinearColor

Target is Kismet Math Library

To LinearColor (Double)

Convert a float into a LinearColor, where each element is a double

Target is Kismet Math Library

To LinearColor (Float)

Convert a float into a LinearColor, where each element is a float

Target is Kismet Math Library

To LinearColor (Vector)

Converts a vector to LinearColor

Target is Kismet Math Library

To Quaternion (Vector)

Return the Quaternion orientation corresponding to the direction in which the vector points. Similar to the FRotator version, returns a result without roll such that it preserves the up vector.

Note: If you don't care about preserving the up vector and just want the most direct rotation, you can use the faster 'FQuat::FindBetweenVectors(FVector::ForwardVector, YourVector)' or 'FQuat::FindBetweenNormals(...)' if you know the vector is of unit length.

Target is Kismet Math Library

To Quaternion (Vector4)

Return the Quaternion orientation corresponding to the direction in which the vector points. Similar to the FRotator version, returns a result without roll such that it preserves the up vector.

Note: If you don't care about preserving the up vector and just want the most direct rotation, you can use the faster 'FQuat::FindBetweenVectors(FVector::ForwardVector, YourVector)' or 'FQuat::FindBetweenNormals(...)' if you know the vector is of unit length.

Target is Kismet Math Library

To Rotation (Vector4)

Return the FRotator orientation corresponding to the direction in which the vector points. Sets Yaw and Pitch to the proper numbers, and sets Roll to zero because the roll can't be determined from a vector.

Target is Kismet Math Library

To Rotator (Matrix)

Convert a Matrix to a Rotator (Assumes Matrix represents a transform)

Target is Kismet Math Library

To Transform (Matrix)

Convert a Matrix to a Transform (Assumes Matrix represents a transform)

Target is Kismet Math Library

To Transform (Rotator)

Convert Rotator to Transform

Target is Kismet Math Library

To Transform (Vector)

Convert a vector to a transform. Uses vector as location

Target is Kismet Math Library

To Vector (Double)

Convert a double into a vector, where each element is that double

Target is Kismet Math Library

To Vector (Float)

Convert a float into a vector, where each element is that float

Target is Kismet Math Library

To Vector (Integer)

Converts an integer to a FVector

Target is Kismet Math Library

To Vector (IntVector)

Convert an IntVector to a vector

Target is Kismet Math Library

To Vector (LinearColor)

Converts a LinearColor to a vector

Target is Kismet Math Library

To Vector (Vector2D)

Convert a Vector2D to a Vector

Target is Kismet Math Library

To Vector (Vector4)

Convert a Vector4 to a Vector (dropping the W element)

Target is Kismet Math Library

To Vector2D (IntPoint)

Convert an IntPoint to a Vector2D

Target is Kismet Math Library

To Vector2D (Vector)

Convert a Vector to a Vector2D using the Vector's (X, Y) coordinates

Target is Kismet Math Library

ToQuaternion (Rotator)

Convert to Quaternion representation of this Rotator.

Target is Kismet Math Library

ToRotator (Quat)

Convert to Rotator representation of this Quaternion.

Target is Kismet Math Library