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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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| namespace | EQS |
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Interpolates bilinear patch A,B,C,D. U interpolates from A->B, and C->D, and V interpolates from AB->CD.
| UV | interpolation coordinates [0..1] range |
| VertexA | first corner |
| VertexB | second corner |
| VertexC | third corner |
| VertexD | fourth corner |
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| AIMODULE_API void UE::AI::GetActorClassDefaultComponents | ( | const TSubclassOf< AActor > & | ActorClass, |
| TArray< UActorComponent * > & | OutComponents, | ||
| const TSubclassOf< UActorComponent > & | InComponentClass | ||
| ) |
| AIMODULE_API TOptional< float > UE::AI::GetYawFromQuaternion | ( | const FQuat & | Quaternion | ) |
This method will extract the yaw radian from the specified quaternion if it is not possible to compute yaw, the function will not return an invalid value
| AIMODULE_API TOptional< float > UE::AI::GetYawFromRotator | ( | const FRotator & | Rotator | ) |
This method will extract the yaw radian from the specified rotator if it is not possible to compute yaw, the function will not return an invalid value
| AIMODULE_API TOptional< float > UE::AI::GetYawFromVector | ( | const FVector & | Vector | ) |
This method will extract the yaw radian from the specified vector (The vector does not need to be normalized) if it is not possible to compute yaw, the function will return an invalid value *
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Intersects infinite lines defined by segments A and B in 2D. Using X and Y components of 3D vectors.
| StartA | start point of segment A |
| EndA | end point of segment A |
| StartB | start point of segment B |
| EndB | end point of segment B |
| OutTA | intersection value along segment A |
| OutTB | intersection value along segment B |
| AIMODULE_API bool UE::AI::IntersectSegmentPoly2D | ( | const FVector & | Start, |
| const FVector & | End, | ||
| TConstArrayView< FVector > | Poly, | ||
| FVector2D::FReal & | OutTMin, | ||
| FVector2D::FReal & | OutTMax, | ||
| int32 & | OutSegMin, | ||
| int32 & | OutSegMax | ||
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Calculates intersection of segment Start-End with convex polygon Poly in 2D. Using X and Y components of 3D vectors.
| Start | start point of the segment |
| End | end point of the segment |
| Poly | convex polygon |
| OutTMin | value along the segment of the first intersection point [0..1] |
| OutTMax | value along the segment of the second intersection point [0..1] |
| OutSegMin | index of the polygon segment of the first intersection point |
| OutSegMax | index of the polygon segment of the second intersection point |
| AIMODULE_API FVector2D UE::AI::InvBilinear2D | ( | const FVector | Point, |
| const FVector | VertexA, | ||
| const FVector | VertexB, | ||
| const FVector | VertexC, | ||
| const FVector | VertexD | ||
| ) |
Finds the UV coordinates of the 'Point' on bilinear patch A,B,C,D. U interpolates from A->B, and C->D, and V interpolates from AB->CD.
| Point | location inside or close to the bilinear patch |
| VertexA | first corner |
| VertexB | second corner |
| VertexC | third corner |
| VertexD | fourth corner |
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Finds the UV coordinates of the 'Point' on bilinear patch A,B,C,D. U interpolates from A->B, and C->D, and V interpolates from AB->CD. The UV coordinate is clamped to [0..1] range after inversion.
| Point | location inside or close to the bilinear patch |
| VertexA | first corner |
| VertexB | second corner |
| VertexC | third corner |
| VertexD | fourth corner |
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