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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "HAL/Platform.h"Go to the source code of this file.
Namespaces | |
| namespace | UE |
| namespace | UE::Math |
| namespace | ispc |
| using FBox = UE::Math::TBox<double> |
| using FBox2D = UE::Math::TBox2<double> |
| using FBox2d = UE::Math::TBox2<double> |
| using FBox2f = UE::Math::TBox2<float> |
| using FBox3d = UE::Math::TBox<double> |
| using FBox3f = UE::Math::TBox<float> |
| using FBoxSphereBounds = FBoxSphereBounds3d |
| using FInt32Point = UE::Math::TIntPoint<int32> |
| using FInt32Rect = UE::Math::TIntRect<int32> |
| using FInt32Vector = FInt32Vector3 |
| using FInt32Vector2 = UE::Math::TIntVector2<int32> |
| using FInt32Vector3 = UE::Math::TIntVector3<int32> |
| using FInt32Vector4 = UE::Math::TIntVector4<int32> |
| using FInt64Point = UE::Math::TIntPoint<int64> |
| using FInt64Rect = UE::Math::TIntRect<int64> |
| using FInt64Vector = FInt64Vector3 |
| using FInt64Vector2 = UE::Math::TIntVector2<int64> |
| using FInt64Vector3 = UE::Math::TIntVector3<int64> |
| using FInt64Vector4 = UE::Math::TIntVector4<int64> |
| using FIntPoint = FInt32Point |
| using FIntRect = UE::Math::TIntRect<int32> |
| using FIntVector = FInt32Vector3 |
| using FIntVector2 = UE::Math::TIntVector2<int32> |
| using FIntVector3 = UE::Math::TIntVector3<int32> |
| using FIntVector4 = UE::Math::TIntVector4<int32> |
| using FMatrix = UE::Math::TMatrix<double> |
| using FMatrix44d = UE::Math::TMatrix<double> |
| using FMatrix44f = UE::Math::TMatrix<float> |
| using FPlane = UE::Math::TPlane<double> |
| using FPlane4d = UE::Math::TPlane<double> |
| using FPlane4f = UE::Math::TPlane<float> |
| using FQuat = UE::Math::TQuat<double> |
| using FQuat4d = UE::Math::TQuat<double> |
| using FQuat4f = UE::Math::TQuat<float> |
| using FRay = UE::Math::TRay<double> |
| using FRay3d = UE::Math::TRay<double> |
| using FRay3f = UE::Math::TRay<float> |
| using FRotator = UE::Math::TRotator<double> |
| using FRotator3d = UE::Math::TRotator<double> |
| using FRotator3f = UE::Math::TRotator<float> |
| using FSphere = UE::Math::TSphere<double> |
| using FSphere3d = UE::Math::TSphere<double> |
| using FSphere3f = UE::Math::TSphere<float> |
| using FTransform = UE::Math::TTransform<double> |
| using FTransform3d = UE::Math::TTransform<double> |
| using FTransform3f = UE::Math::TTransform<float> |
| using FUint32Point = UE::Math::TIntPoint<uint32> |
| using FUint32Rect = UE::Math::TIntRect<uint32> |
| using FUint32Vector = FUint32Vector3 |
| using FUint32Vector2 = UE::Math::TIntVector2<uint32> |
| using FUint32Vector3 = UE::Math::TIntVector3<uint32> |
| using FUint32Vector4 = UE::Math::TIntVector4<uint32> |
| using FUint64Point = UE::Math::TIntPoint<uint64> |
| using FUint64Rect = UE::Math::TIntRect<uint64> |
| using FUint64Vector = FUint64Vector3 |
| using FUint64Vector2 = UE::Math::TIntVector2<uint64> |
| using FUint64Vector3 = UE::Math::TIntVector3<uint64> |
| using FUint64Vector4 = UE::Math::TIntVector4<uint64> |
| using FUintPoint = FUint32Point |
| using FUintRect = UE::Math::TIntRect<uint32> |
| using FUintVector = FUint32Vector3 |
| using FUintVector2 = UE::Math::TIntVector2<uint32> |
| using FUintVector3 = UE::Math::TIntVector3<uint32> |
| using FUintVector4 = UE::Math::TIntVector4<uint32> |
| using FVector = UE::Math::TVector<double> |
| using FVector2D = UE::Math::TVector2<double> |
| using FVector2d = UE::Math::TVector2<double> |
| using FVector2f = UE::Math::TVector2<float> |
| using FVector3d = UE::Math::TVector<double> |
| using FVector3f = UE::Math::TVector<float> |
| using FVector4 = UE::Math::TVector4<double> |
| using FVector4d = UE::Math::TVector4<double> |
| using FVector4f = UE::Math::TVector4<float> |