UE2:Util static functions (U2XMP)
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- Util static functions in other games:
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Static functions[edit]
ActorFits[edit]
static final function bool ActorFits (Actor MovingActor, Object.Vector DesiredLocation, float ActorFitsRadius)
AdjustCollisionSize[edit]
static final function bool AdjustCollisionSize (Actor SourceActor, float NewRadius, float NewHeight)
CalcClosestCollisionPoint[edit]
CalcSprayDirection[edit]
ConformRot[edit]
static final function ConformRot (out Object.Rotator Source, Object.Rotator Image, Object.Rotator Allowance)
DoActorCylindersIntersect[edit]
DoCylindersIntersect[edit]
static final function bool DoCylindersIntersect (Object.Vector Location1, float CollisionRadius1, float CollisionHeight1, Object.Vector Location2, float CollisionRadius2, float CollisionHeight2)
GetDistanceBetweenActors[edit]
GetDistanceBetweenCylinders[edit]
static final function float GetDistanceBetweenCylinders (Object.Vector FirstOrigin, float FirstRadius, float FirstHalfHeight, Object.Vector SecondOrigin, float SecondRadius, float SecondHalfHeight)
GetHitActor[edit]
GetHitActorInfo[edit]
static final function Actor GetHitActorInfo (Controller C, out Object.Vector HitLocation, out Object.Vector HitNormal, optional bool bTraceVisibleNonColliding)
GetLocationAtActor[edit]
static function Object.Vector GetLocationAtActor (Actor TargetActor, float SourceCollisionRadius, float SourceCollisionHeight)
GetNameSafe[edit]
GetPaddedTime[edit]
static final function string GetPaddedTime (float Time, int Len, optional bool bRightJustify, optional string PadStr)
GetPhysicsString[edit]
GetQuadraticSolutions[edit]
static final function int GetQuadraticSolutions (float a, float b, float c, out float Solution1, out float Solution2)
GetSphereIntersection[edit]
static final function bool GetSphereIntersection (out float IntersectionDistance1, out float IntersectionDistance2, Object.Vector SphereCenter, float SphereRadius, Object.Vector LinePosition, Object.Vector LineNormal)
IncrementRotatorParam[edit]
IsLocationInActorCylinder[edit]
static final function bool IsLocationInActorCylinder (Actor OriginActor, Object.Vector TestLocation)
IsLocationInActorSphere[edit]
static final function bool IsLocationInActorSphere (Actor OriginActor, Object.Vector TestLocation, float SphereRadius)
IsLocationInCylinder[edit]
static final function bool IsLocationInCylinder (Object.Vector CylinderOrigin, float CylinderRadius, float CylinderHeight, Object.Vector TestLocation)
IsLocationInRadius[edit]
static final function bool IsLocationInRadius (Object.Vector Origin, float Radius, Object.Vector TestLocation)
IsLocationInSphere[edit]
static final function bool IsLocationInSphere (Object.Vector SphereOrigin, float SphereRadius, Object.Vector TestLocation)
PerpendicularXY[edit]
static final function Object.Vector PerpendicularXY (Object.Vector V)
PerturbFloatPercent[edit]
PerturbInt[edit]
RandomizeRotator[edit]
static final function RandomizeRotator (out Object.Rotator TargetRotator, int RollPerturbMin, int RollPerturbMax, int YawPerturbMin, int YawPerturbMax, int PitchPerturbMin, int PitchPerturbMax)
RandomizeRotatorParam[edit]
RotationEquivalent[edit]
static final function bool RotationEquivalent (Object.Rotator FirstRotation, Object.Rotator SecondRotation, float RotationComponentTolerance)
ScaleLinear[edit]
static final function float ScaleLinear (float Val, float RangeMin, float RangeMax, float MinRangeVal, float MaxRangeVal)
SecondsToTime[edit]
SetLandedRotParam[edit]
ShiftCollisionCylinder[edit]
StripPathFromFileName[edit]
TraceFromActor[edit]
static final function bool TraceFromActor (Actor GivenActor, Object.Vector DestinationPoint, optional bool bCollideActors, optional bool bUseExtents)
VectAproxEqual[edit]
VectorAproxEqual[edit]
ZeroRotParam[edit]
static final function ZeroRotParam (out int Val)