unreal.Vector?

class unreal.Vector(x=0.0, y=0.0, z=0.0)?

Bases: unreal.StructBase

A point or direction FVector in 3d space. The full C++ class is located here: EngineSourceRuntimeCorePublicMathVector.h:

C++ Source:

  • Module: CoreUObject
  • File: NoExportTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • x (float): [Read-Write] X
  • y (float): [Read-Write] Y
  • z (float): [Read-Write] Z
BACKWARD = None?

(Vector) – 3D vector Unreal backward direction constant (-1,0,0)

DOWN = None?

(Vector) – 3D vector Unreal down direction constant (0,0,-1)

FORWARD = None?

(Vector) – 3D vector Unreal forward direction constant (1,0,0)

LEFT = None?

(Vector) – 3D vector Unreal left direction constant (0,-1,0)

ONE = None?

(Vector) – 3D vector one constant (1,1,1)

RIGHT = None?

(Vector) – 3D vector Unreal right direction constant (0,1,0)

UP = None?

(Vector) – 3D vector Unreal up direction constant (0,0,1)

ZERO = None?

(Vector) – 3D vector zero constant (0,0,0)

__add__(other)?

Overloads:

  • Vector Vector addition
__div__(other)?

Overloads:

  • Vector Element-wise Vector division (Result = {A.x/B.x, A.y/B.y, A.z/B.z})
  • float Vector divide by a float
__eq__(other)?

Overloads:

  • Vector Returns true if vector A is equal to vector B (A == B)
__iadd__(other)?

Overloads:

  • Vector Vector addition
__idiv__(other)?

Overloads:

  • Vector Element-wise Vector division (Result = {A.x/B.x, A.y/B.y, A.z/B.z})
  • float Vector divide by a float
__imul__(other)?

Overloads:

  • Vector Element-wise Vector multiplication (Result = {A.x*B.x, A.y*B.y, A.z*B.z})
  • float Scales Vector A by B
__isub__(other)?

Overloads:

  • Vector Vector subtraction
__mul__(other)?

Overloads:

  • Vector Element-wise Vector multiplication (Result = {A.x*B.x, A.y*B.y, A.z*B.z})
  • float Scales Vector A by B
__ne__(other)?

Overloads:

  • Vector Returns true if vector A is not equal to vector B (A != B)
__neg__()?

Negate a vector.

__or__(other)?

Overloads:

__sub__(other)?

Overloads:

  • Vector Vector subtraction
__xor__(other)?

Overloads:

add(b) → Vector?

Vector addition

Parameters:b (Vector) –
Returns:
Return type:Vector
add_bounded(add_vect, radius) → None?

Add a vector to this and clamp the result to an axis aligned cube centered at the origin.

Parameters:
  • add_vect (Vector) – Vector to add.
  • radius (float) – Half size of the cube.
add_float(b) → Vector?

Adds a float to each component of a vector

Parameters:b (float) –
Returns:
Return type:Vector
add_int(b) → Vector?

Adds an integer to each component of a vector

Parameters:b (int32) –
Returns:
Return type:Vector
assign(vector) → None?

Assign the values of the supplied vector.

Parameters:vector (Vector) – Vector to copy values from.
bounded_to_box(box_min, box_max) → Vector?

Get a copy of this vector, clamped inside of the specified axis aligned cube.

Parameters:
Returns:

Return type:

Vector

bounded_to_cube(radius) → Vector?

Get a copy of this vector, clamped inside of an axis aligned cube centered at the origin.

Parameters:radius (float) – Half size of the cube (or radius of sphere circumscribed in the cube).
Returns:A copy of this vector, bound by cube.
Return type:Vector
clamped_size(min, max) → Vector?

Create a copy of this vector, with its magnitude/size/length clamped between Min and Max.

Parameters:
Returns:

Return type:

Vector

clamped_size2d(min, max) → Vector?

Create a copy of this vector, with the 2D magnitude/size/length clamped between Min and Max. Z is unchanged.

Parameters:
Returns:

Return type:

Vector

clamped_size_max(max) → Vector?

Create a copy of this vector, with its maximum magnitude/size/length clamped to MaxSize.

Parameters:max (float) –
Returns:
Return type:Vector
clamped_size_max2d(max) → Vector?

Create a copy of this vector, with the maximum 2D magnitude/size/length clamped to MaxSize. Z is unchanged.

Parameters:max (float) –
Returns:
Return type:Vector
cosine_angle2d(b) → float?

Returns the cosine of the angle between this vector and another projected onto the XY plane (no Z).

Parameters:b (Vector) – the other vector to find the 2D cosine of the angle with.
Returns:The cosine.
Return type:float
cross(b) → Vector?

Returns the cross product of two 3d vectors - see http://mathworld.wolfram.com/CrossProduct.html

Parameters:b (Vector) –
Returns:
Return type:Vector
direction_unit_to(to) → Vector?

Find the unit direction vector from one position to another or (0,0,0) if positions are the same.

Parameters:to (Vector) –
Returns:
Return type:Vector
distance(v2) → float?

Distance between two points.

Parameters:v2 (Vector) – The second point.
Returns:The distance between two points.
Return type:float
distance2d(v2) → float?

Euclidean distance between two points in the XY plane (ignoring Z).

Parameters:v2 (Vector) – The second point.
Returns:The distance between two points in the XY plane.
Return type:float
distance2d_squared(v2) → float?

Squared euclidean distance between two points in the XY plane (ignoring Z).

Parameters:v2 (Vector) – The second point.
Returns:The distance between two points in the XY plane.
Return type:float
distance_squared(v2) → float?

Squared distance between two points.

Parameters:v2 (Vector) – The second point.
Returns:The squared distance between two points.
Return type:float
divide(b=[1.000000, 1.000000, 1.000000]) → Vector?

Element-wise Vector division (Result = {A.x/B.x, A.y/B.y, A.z/B.z})

Parameters:b (Vector) –
Returns:
Return type:Vector
divide_float(b=1.000000) → Vector?

Vector divide by a float

Parameters:b (float) –
Returns:
Return type:Vector
divide_int(b=1) → Vector?

Vector divide by an integer

Parameters:b (int32) –
Returns:
Return type:Vector
dot(b) → float?

Returns the dot product of two 3d vectors - see http://mathworld.wolfram.com/DotProduct.html

Parameters:b (Vector) –
Returns:
Return type:float
equals(b) → bool?

Returns true if vector A is equal to vector B (A == B)

Parameters:b (Vector) –
Returns:
Return type:bool
get_abs() → Vector?

Get a copy of this vector with absolute value of each component.

Returns:A copy of this vector with absolute value of each component.
Return type:Vector
get_abs_max() → float?

Find the maximum absolute element (abs(X), abs(Y) or abs(Z)) of a vector

Returns:
Return type:float
get_abs_min() → float?

Find the minimum absolute element (abs(X), abs(Y) or abs(Z)) of a vector

Returns:
Return type:float
get_max(b) → Vector?

Find the maximum elements (X, Y and Z) between the two vector’s components

Parameters:b (Vector) –
Returns:
Return type:Vector
get_max_element() → float?

Find the maximum element (X, Y or Z) of a vector

Returns:
Return type:float
get_min(b) → Vector?

Find the minimum elements (X, Y and Z) between the two vector’s components

Parameters:b (Vector) –
Returns:
Return type:Vector
get_min_element() → float?

Find the minimum element (X, Y or Z) of a vector

Returns:
Return type:float
get_projection() → Vector?

Projects 2D components of vector based on Z.

Returns:Projected version of vector based on Z.
Return type:Vector
get_sign_vector() → Vector?

Get a copy of the vector as sign only. Each component is set to +1 or -1, with the sign of zero treated as +1.

Returns:
Return type:Vector
heading_angle() → float?

Convert a direction vector into a ‘heading’ angle.

Returns:‘Heading’ angle between +/-PI radians. 0 is pointing down +X.
Return type:float
interp_spring_to(target, spring_state, stiffness, critical_damping_factor, delta_time, mass=1.000000) -> (Vector, spring_state=VectorSpringState)?

Uses a simple spring model to interpolate a vector from Current to Target.

Parameters:
  • target (Vector) – Target value
  • spring_state (VectorSpringState) – Data related to spring model (velocity, error, etc..) - Create a unique variable per spring
  • stiffness (float) – How stiff the spring model is (more stiffness means more oscillation around the target value)
  • critical_damping_factor (float) – How much damping to apply to the spring (0 means no damping, 1 means critically damped which means no oscillation)
  • delta_time (float) –
  • mass (float) – Multiplier that acts like mass on a spring
Returns:

spring_state (VectorSpringState):

Return type:

VectorSpringState

interp_to(target, delta_time, interp_speed) → Vector?

Tries to reach Target based on distance from Current position, giving a nice smooth feeling when tracking a position.

Parameters:
  • target (Vector) – Target position
  • delta_time (float) – Time since last tick
  • interp_speed (float) – Interpolation speed, if the speed given is 0, then jump to the target.
Returns:

New interpolated position

Return type:

Vector

interp_to_constant(target, delta_time, interp_speed) → Vector?

Tries to reach Target at a constant rate.

Parameters:
  • target (Vector) – Target position
  • delta_time (float) – Time since last tick
  • interp_speed (float) – Interpolation speed
Returns:

New interpolated position

Return type:

Vector

is_nan() → bool?

Determines if any component is not a number (NAN)

Returns:true if one or more components is NAN, otherwise false.
Return type:bool
is_near_equal(b, error_tolerance=0.000100) → bool?

Returns true if vector A is equal to vector B (A == B) within a specified error tolerance

Parameters:
Returns:

Return type:

bool

is_nearly_zero(tolerance=0.000100) → bool?

Checks whether vector is near to zero within a specified tolerance.

Parameters:tolerance (float) – Error tolerance.
Returns:true if vector is in tolerance to zero, otherwise false.
Return type:bool
is_normal() → bool?

Determines if vector is normalized / unit (length 1).

Returns:true if normalized, false otherwise.
Return type:bool
is_not_near_equal(b, error_tolerance=0.000100) → bool?

Returns true if vector A is not equal to vector B (A != B) within a specified error tolerance

Parameters:
Returns:

Return type:

bool

is_uniform(tolerance=0.000100) → bool?

Checks whether all components of this vector are the same, within a tolerance.

Parameters:tolerance (float) – Error tolerance.
Returns:true if the vectors are equal within tolerance limits, false otherwise.
Return type:bool
is_unit(squared_lenth_tolerance=0.000100) → bool?

Determines if vector is normalized / unit (length 1) within specified squared tolerance.

Parameters:squared_lenth_tolerance (float) –
Returns:true if unit, false otherwise.
Return type:bool
is_zero() → bool?

Checks whether all components of the vector are exactly zero.

Returns:true if vector is exactly zero, otherwise false.
Return type:bool
length() → float?

Returns the length of the vector

Returns:
Return type:float
length2d() → float?

Returns the length of the vector’s XY components.

Returns:
Return type:float
length2d_squared() → float?

Returns the squared length of the vector’s XY components.

Returns:
Return type:float
length_squared() → float?

Returns the squared length of the vector

Returns:
Return type:float
lerp_to(b, alpha) → Vector?

Linearly interpolates between A and B based on Alpha (100% of A when Alpha=0 and 100% of B when Alpha=1)

Parameters:
Returns:

Return type:

Vector

linear_color() → LinearColor?

Converts a vector to LinearColor

Returns:
Return type:LinearColor
mirror_by_plane(plane) → Vector?

Mirrors a vector about a plane.

Parameters:plane (Plane) –
Returns:Mirrored vector.
Return type:Vector
mirror_by_vector(surface_normal) → Vector?

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!

Parameters:surface_normal (Vector) – A normal of the surface the ray should be reflected on.
Returns:Reflected vector.
Return type:Vector
multiply(b) → Vector?

Element-wise Vector multiplication (Result = {A.x*B.x, A.y*B.y, A.z*B.z})

Parameters:b (Vector) –
Returns:
Return type:Vector
multiply_float(b) → Vector?

Scales Vector A by B

Parameters:b (float) –
Returns:
Return type:Vector
multiply_int(b) → Vector?

Scales Vector A by B

Parameters:b (int32) –
Returns:
Return type:Vector
negated() → Vector?

Negate a vector.

Returns:
Return type:Vector
normal(tolerance=0.000100) → Vector?

Gets a normalized unit copy of the vector, ensuring it is safe to do so based on the length. Returns zero vector if vector length is too small to safely normalize.

Parameters:tolerance (float) – Minimum squared vector length.
Returns:A normalized copy if safe, (0,0,0) otherwise.
Return type:Vector
normal2d(tolerance=0.000100) → Vector?

Gets a normalized unit copy of the 2D components of the vector, ensuring it is safe to do so. Z is set to zero. Returns zero vector if vector length is too small to normalize.

Parameters:tolerance (float) – Minimum squared vector length.
Returns:Normalized copy if safe, (0,0,0) otherwise.
Return type:Vector
normal_unsafe() → Vector?

Calculates normalized unit version of vector without checking for zero length.

Returns:Normalized version of vector.
Return type:Vector
normalize(tolerance=0.000000) → None?

Normalize this vector in-place if it is large enough or set it to (0,0,0) otherwise.

Parameters:tolerance (float) – Minimum squared length of vector for normalization.
not_equal(b) → bool?

Returns true if vector A is not equal to vector B (A != B)

Parameters:b (Vector) –
Returns:
Return type:bool
project_on_to(target) → Vector?

Projects one vector (V) onto another (Target) and returns the projected vector. If Target is nearly zero in length, returns the zero vector.

Parameters:target (Vector) – Vector on which we are projecting.
Returns:V projected on to Target.
Return type:Vector
project_on_to_normal(normal) → Vector?

Gets a copy of this vector projected onto the input vector, which is assumed to be unit length.

Parameters:normal (Vector) – Vector to project onto (assumed to be unit length).
Returns:Projected vector.
Return type:Vector
project_on_to_plane(plane_normal) → Vector?

Projects a vector onto a plane defined by a normalized vector (PlaneNormal).

Parameters:plane_normal (Vector) – Normal of the plane.
Returns:Vector projected onto the plane.
Return type:Vector
project_point_on_to_plane(plane_base, plane_normal) → Vector?

Projects/snaps a point onto a plane defined by a point on the plane and a plane normal.

Parameters:
  • plane_base (Vector) – A point on the plane.
  • plane_normal (Vector) – Normal of the plane.
Returns:

Point projected onto the plane.

Return type:

Vector

quaternion() → Quat?

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. 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.:

Returns:Quaternion from the Vector’s direction, without any roll.
Return type:Quat
random_point_in_box_extents(box_extent) → Vector?

Returns a random point within the specified bounding box using the first vector as an origin and the second as the box extents.

Parameters:box_extent (Vector) –
Returns:
Return type:Vector
reciprocal() → Vector?

Gets the reciprocal of this vector, avoiding division by zero. Zero components are set to BIG_NUMBER.

Returns:Reciprocal of this vector.
Return type:Vector
rotate(b) → Vector?

Returns result of vector A rotated by Rotator B

Parameters:b (Rotator) –
Returns:
Return type:Vector
rotate_angle_axis(angle_deg, axis) → Vector?

Returns result of vector A rotated by AngleDeg around Axis

Parameters:
Returns:

Return type:

Vector

rotator() → Rotator?

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.

Returns:FRotator from the Vector’s direction, without any roll.
Return type:Rotator
rotator_from_axis_and_angle(angle) → Rotator?

Create a rotation from an this axis and supplied angle (in degrees)

Parameters:angle (float) –
Returns:
Return type:Rotator
set(x, y, z) → None?

Set the values of the vector directly.

Parameters:
snapped_to_grid(grid_size) → Vector?

Gets a copy of this vector snapped to a grid.

Parameters:grid_size (float) – Grid dimension / step.
Returns:A copy of this vector snapped to a grid.
Return type:Vector
subtract(b) → Vector?

Vector subtraction

Parameters:b (Vector) –
Returns:
Return type:Vector
subtract_float(b) → Vector?

Subtracts a float from each component of a vector

Parameters:b (float) –
Returns:
Return type:Vector
subtract_int(b) → Vector?

Subtracts an integer from each component of a vector

Parameters:b (int32) –
Returns:
Return type:Vector
to_degrees() → Vector?

Converts a vector containing radian values to a vector containing degree values.

Returns:Vector containing degree values
Return type:Vector
to_radians() → Vector?

Converts a vector containing degree values to a vector containing radian values.

Returns:Vector containing radian values
Return type:Vector
transform() → Transform?

Convert a vector to a transform. Uses vector as location

Returns:
Return type:Transform
truncated() → IntVector?

Rounds A to an integer with truncation towards zero for each element in a vector. (e.g. -1.7 truncated to -1, 2.8 truncated to 2)

Returns:
Return type:IntVector
unit_cartesian_to_spherical() → Vector2D?

Converts a Cartesian unit vector into spherical coordinates on the unit sphere.

Returns:Output Theta will be in the range [0, PI], and output Phi will be in the range [-PI, PI].
Return type:Vector2D
unrotate(b) → Vector?

Returns result of vector A rotated by the inverse of Rotator B

Parameters:b (Rotator) –
Returns:
Return type:Vector
unwind_euler() → None?

When this vector contains Euler angles (degrees), ensure that angles are between +/-180

vector2d() → Vector2D?

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

Returns:
Return type:Vector2D
x?

(float) – [Read-Write] X

y?

(float) – [Read-Write] Y

z?

(float) – [Read-Write] Z