# \#fvector

**URL:** https://forums.unrealengine.com/tag/fvector/2946.md

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## [How to Ease a VectorCurve in C++ given 3 points ?](https://forums.unrealengine.com/t/how-to-ease-a-vectorcurve-in-c-given-3-points/682846)

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**Author:** [@FedericoRasi](https://forums.unrealengine.com/u/FedericoRasi)\
**Replies:** 1\
**Last updated:** [November 2, 2022, 10:31pm UTC](https://forums.unrealengine.com/t/how-to-ease-a-vectorcurve-in-c-given-3-points/682846 "2022-11-02T22:31:36Z")

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I have a FInterpCurveVector with 3 points (Start Location, Middle Location, End Location). Every tick I use the Eval function to get the point on the curve to move a projectile on a curved trajectory but now it moves on…

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## [No suitable user-defined conversion from "FRotationMatrix" to "FVector"](https://forums.unrealengine.com/t/no-suitable-user-defined-conversion-from-frotationmatrix-to-fvector/488234)

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**Author:** [@LorenzDelcol](https://forums.unrealengine.com/u/LorenzDelcol)\
**Replies:** 2\
**Last updated:** [February 12, 2022, 2:01pm UTC](https://forums.unrealengine.com/t/no-suitable-user-defined-conversion-from-frotationmatrix-to-fvector/488234 "2022-02-12T14:01:39Z")

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void ABase\_Character::MoveForward(float Axis) { FRotator Rotation = Controller-\>GetControlRotation(); FRotator YawRotation(0.0f, Rotation.Yaw, 0.0f); FVector Direction = FRotationMatrix(YawRotation).GetUnitAxes(EAxi…

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## [Why does calculation within FVector2D declaration not work?](https://forums.unrealengine.com/t/why-does-calculation-within-fvector2d-declaration-not-work/492848)

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**Author:** [@KnitterX](https://forums.unrealengine.com/u/KnitterX)\
**Replies:** 2\
**Last updated:** [February 1, 2022, 10:19am UTC](https://forums.unrealengine.com/t/why-does-calculation-within-fvector2d-declaration-not-work/492848 "2022-02-01T10:19:38Z")

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It took my way too long to figure out where my code is not doing what it should be doing. I don’t understand why this doesn’t work. Especially, because I saw more or less the same code in a tutorial. So here is an exam…

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## [Assigning a FVector to another Fvector broken?](https://forums.unrealengine.com/t/assigning-a-fvector-to-another-fvector-broken/414479)

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**Author:** [@invayne](https://forums.unrealengine.com/u/invayne)\
**Replies:** 4\
**Last updated:** [August 9, 2021, 1:27pm UTC](https://forums.unrealengine.com/t/assigning-a-fvector-to-another-fvector-broken/414479 "2021-08-09T13:27:58Z")

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Been writing some code to store some info into FVectors. //ArmsBasePostion is a FVector is declared as so in the .h file UPROPERTY() FVector ArmsBasePostion; //called in my beginplay ArmsBasePostion = FPSArms-\>R…

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## [possible Bug: FVector2D Variable does not get updated on Property.ToSharedRef()-\>SetOnPropertyValueChanged() in Details Customization](https://forums.unrealengine.com/t/possible-bug-fvector2d-variable-does-not-get-updated-on-property-tosharedref-setonpropertyvaluechanged-in-details-customization/483535)

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**Author:** [@Crakmaks](https://forums.unrealengine.com/u/Crakmaks)\
**Replies:** 0\
**Last updated:** [May 17, 2021, 9:39pm UTC](https://forums.unrealengine.com/t/possible-bug-fvector2d-variable-does-not-get-updated-on-property-tosharedref-setonpropertyvaluechanged-in-details-customization/483535 "2021-05-17T21:39:47Z")

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In my detail customization I’m trying to get my delegate called whenever my var is changed. It works with any other datatype except FVector2D. Curiously the delegate gets called when I use the yellow “back to default” ar…

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## [Offset a line trace](https://forums.unrealengine.com/t/offset-a-line-trace/469720)

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**Author:** [@anonymous\_user\_e5de42af](https://forums.unrealengine.com/u/anonymous_user_e5de42af)\
**Replies:** 0\
**Last updated:** [August 14, 2020, 12:04am UTC](https://forums.unrealengine.com/t/offset-a-line-trace/469720 "2020-08-14T00:04:34Z")

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So I have a line trace that shoots from the socket of my gun, however because i can’t get a forward direction for a socket, I get the forward direction of the camera however this shoots straight into the ground. Is there…

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## [Unreal FVector conflicts With MAC FVector](https://forums.unrealengine.com/t/unreal-fvector-conflicts-with-mac-fvector/438976)

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**Author:** [@CrossFireHeart](https://forums.unrealengine.com/u/CrossFireHeart)\
**Replies:** 3\
**Last updated:** [December 6, 2018, 8:50pm UTC](https://forums.unrealengine.com/t/unreal-fvector-conflicts-with-mac-fvector/438976 "2018-12-06T20:50:51Z")

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I don’t know why Unreal and MAC conflict with each other. I don’t use FVector anywhere in my code. Worked perfectly in Unreal engine 20 and lower. heres a link to the error log :

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## [Get center of actor in world coordinates instead of local coordinates](https://forums.unrealengine.com/t/get-center-of-actor-in-world-coordinates-instead-of-local-coordinates/428858)

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**Author:** [@cowchin12](https://forums.unrealengine.com/u/cowchin12)\
**Replies:** 2\
**Last updated:** [July 7, 2018, 3:13pm UTC](https://forums.unrealengine.com/t/get-center-of-actor-in-world-coordinates-instead-of-local-coordinates/428858 "2018-07-07T15:13:01Z")

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I’m calculating the center of an actor, but the FVector I get is in local coordinates. I need to get it in world coordinates so that I can move the center of the actor where I need it to go in the world. Code I use to ge…

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## ['TypeInfo': is not a member of FVector](https://forums.unrealengine.com/t/typeinfo-is-not-a-member-of-fvector/389867)

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**Author:** [@anonymous\_user\_d18ddad0](https://forums.unrealengine.com/u/anonymous_user_d18ddad0)\
**Replies:** 1\
**Last updated:** [November 20, 2017, 6:16am UTC](https://forums.unrealengine.com/t/typeinfo-is-not-a-member-of-fvector/389867 "2017-11-20T06:16:48Z")

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I’m using the FLeX 4.14.3 branch of NVIDIA’s UE4 repo: And I’m trying to add the RuntimeMeshComponent as a plugin to the engine: I’ve got the engine built with the plugin as an engine plugin. It gave a couple of errors…

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## [FIntVector::FIntVector(FVector InVector)](https://forums.unrealengine.com/t/fintvector-fintvector-fvector-invector/408112)

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**Author:** [@Kinggrass](https://forums.unrealengine.com/u/Kinggrass)\
**Replies:** 0\
**Last updated:** [October 27, 2017, 3:25pm UTC](https://forums.unrealengine.com/t/fintvector-fintvector-fvector-invector/408112 "2017-10-27T15:25:55Z")

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This Contructor does not exist but should. You also have an documentation entry for it:

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## [Breakpoint conditions for UStructs? (Debugger thinks FVector is a "union\_128")](https://forums.unrealengine.com/t/breakpoint-conditions-for-ustructs-debugger-thinks-fvector-is-a-union-128/407266)

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**Author:** [@Teiwaz](https://forums.unrealengine.com/u/Teiwaz)\
**Replies:** 1\
**Last updated:** [October 17, 2017, 11:07pm UTC](https://forums.unrealengine.com/t/breakpoint-conditions-for-ustructs-debugger-thinks-fvector-is-a-union-128/407266 "2017-10-17T23:07:36Z")

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I have what seems like it’d be a fairly common problem - a player’s position getting set… somewhere… to an invalid value. I’m trying to track it down. I’d like to set a data breakpoint which triggers if the player’s Roo…

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## [There is any way to do a SLERP between two FVectors?](https://forums.unrealengine.com/t/there-is-any-way-to-do-a-slerp-between-two-fvectors/381560)

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**Author:** [@anonymous\_user\_acd6307b1](https://forums.unrealengine.com/u/anonymous_user_acd6307b1)\
**Replies:** 5\
**Last updated:** [September 5, 2017, 2:24pm UTC](https://forums.unrealengine.com/t/there-is-any-way-to-do-a-slerp-between-two-fvectors/381560 "2017-09-05T14:24:07Z")

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I’m trying to do a smooth movement of an actor who orbit a pivot and I’m not found any solution of Slerp function for FVectors. In Unity Engine I use Vector3.Slerp ( Vector3 is similar to FVector) but in UE i just foun…

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## [Convert std::vector to TArray](https://forums.unrealengine.com/t/convert-std-vector-to-tarray/389717)

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**Author:** [@LoneGazebo](https://forums.unrealengine.com/u/LoneGazebo)\
**Replies:** 2\
**Last updated:** [April 2, 2017, 8:51am UTC](https://forums.unrealengine.com/t/convert-std-vector-to-tarray/389717 "2017-04-02T08:51:33Z")

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Hey all, So I’m stumped. I am working with a third-party library that outputs a std::vector. This vector is to be converted into a TArray for use in the CreateMeshSection\_LinearColor element of the procedural mesh gener…

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## [How do I get the location between 2 points that is at a distance away from one point?](https://forums.unrealengine.com/t/how-do-i-get-the-location-between-2-points-that-is-at-a-distance-away-from-one-point/348376)

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**Author:** [@anonymous\_user\_7a8fa987](https://forums.unrealengine.com/u/anonymous_user_7a8fa987)\
**Replies:** 2\
**Last updated:** [February 24, 2016, 6:12am UTC](https://forums.unrealengine.com/t/how-do-i-get-the-location-between-2-points-that-is-at-a-distance-away-from-one-point/348376 "2016-02-24T06:12:39Z")

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Hi, given two FVector locations, A and B, and a distance of D cm, I would like to get a location X that is between A and B and also D cm away from B. How do I get this location?

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## [X,Y or Z of FVector unset?](https://forums.unrealengine.com/t/x-y-or-z-of-fvector-unset/344384)

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**Author:** [@padmalcom](https://forums.unrealengine.com/u/padmalcom)\
**Replies:** 2\
**Last updated:** [January 17, 2016, 7:24pm UTC](https://forums.unrealengine.com/t/x-y-or-z-of-fvector-unset/344384 "2016-01-17T19:24:20Z")

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I’m experiencing quite a strange error at the moment. I use a spline to calculate vertices along a path. When I print the vectors (using vec.ToCompactString()) I’m calculating I get something like: V(X=-100.00, Y=20.00)…

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## [\[C++\] How can i convert my mousepos to world position?](https://forums.unrealengine.com/t/c-how-can-i-convert-my-mousepos-to-world-position/304496)

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**Author:** [@Gunschlinger](https://forums.unrealengine.com/u/Gunschlinger)\
**Replies:** 8\
**Last updated:** [November 15, 2015, 4:03pm UTC](https://forums.unrealengine.com/t/c-how-can-i-convert-my-mousepos-to-world-position/304496 "2015-11-15T16:03:27Z")

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UWorld\* world = GetWorld(); if (world) { APlayerController\* pc = world-\>GetFirstPlayerController(); FVector2D mousePos = FVector2D(0,0); FVector& worldpos = FVector(mousePos.X,mousePos.Y,0); FVector& dir = FVe…

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## [Game Plugin: Copied Class and it doesnt work](https://forums.unrealengine.com/t/game-plugin-copied-class-and-it-doesnt-work/334668)

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**Author:** [@Raidfire.Net](https://forums.unrealengine.com/u/Raidfire.Net)\
**Replies:** 1\
**Last updated:** [October 9, 2015, 5:07pm UTC](https://forums.unrealengine.com/t/game-plugin-copied-class-and-it-doesnt-work/334668 "2015-10-09T17:07:22Z")

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Hi, i have created a game plugin. Now i have copied the code of ProceduralMeshComponent.h and -.cpp into my own files. Then i have renamed the class. And: It doesnt work :frowning: Sometimes visual studio do not rec…

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## [Why isn't VInterpTo(AActor-\>GetForwardVector()) moving forward?](https://forums.unrealengine.com/t/why-isnt-vinterpto-aactor-getforwardvector-moving-forward/325210)

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**Author:** [@HInoue](https://forums.unrealengine.com/u/HInoue)\
**Replies:** 4\
**Last updated:** [July 14, 2015, 11:57pm UTC](https://forums.unrealengine.com/t/why-isnt-vinterpto-aactor-getforwardvector-moving-forward/325210 "2015-07-14T23:57:31Z")

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I’m trying to write a function that will VInterpTo() every tick to move the player an arbitrary distance in a given direction, in this case in the direction he’s facing: void UMovementNotifyState::NotifyBegin(USkeletalM…

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## [How can I get a look at rotation looking at center?](https://forums.unrealengine.com/t/how-can-i-get-a-look-at-rotation-looking-at-center/317425)

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**Author:** [@Thumper](https://forums.unrealengine.com/u/Thumper)\
**Replies:** 9\
**Last updated:** [May 11, 2015, 2:19pm UTC](https://forums.unrealengine.com/t/how-can-i-get-a-look-at-rotation-looking-at-center/317425 "2015-05-11T14:19:20Z")

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I have an object that I’m spawning many of. It’s a flat rectangle. The long edges point down the X+ axis (forward). I need this rectangles face to always be pointing towards the center. They should billboard always t…

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## [EAxis enum and FVector indexing](https://forums.unrealengine.com/t/eaxis-enum-and-fvector-indexing/306691)

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**Author:** [@kamrann](https://forums.unrealengine.com/u/kamrann)\
**Replies:** 2\
**Last updated:** [February 19, 2015, 10:52am UTC](https://forums.unrealengine.com/t/eaxis-enum-and-fvector-indexing/306691 "2015-02-19T10:52:53Z")

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I am obviously trying to use the core engine types and structures whenever possible rather than duplicating things unnecessarily, however I was very surprised when I discovered that a bug I had was caused because I’d bee…

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## [How can I get a particle to spawn in a specific location?](https://forums.unrealengine.com/t/how-can-i-get-a-particle-to-spawn-in-a-specific-location/281941)

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**Author:** [@anonymous\_user\_44db827a](https://forums.unrealengine.com/u/anonymous_user_44db827a)\
**Replies:** 4\
**Last updated:** [December 31, 2014, 6:51am UTC](https://forums.unrealengine.com/t/how-can-i-get-a-particle-to-spawn-in-a-specific-location/281941 "2014-12-31T06:51:01Z")

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Hey! I am trying to get some barrel smoke into my game. What I have done is I am trying to spawn a particle at the same location where the projectile spawns. The problem is that for some reason, the particle seems to spa…

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## [Why returning FVector by copy?](https://forums.unrealengine.com/t/why-returning-fvector-by-copy/282735)

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**Author:** [@Emidee](https://forums.unrealengine.com/u/Emidee)\
**Replies:** 4\
**Last updated:** [May 7, 2014, 10:16pm UTC](https://forums.unrealengine.com/t/why-returning-fvector-by-copy/282735 "2014-05-07T22:16:19Z")

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Hello, In a lot of places, I see you return FVector by copy. Shouldn’t it be more efficient to return FVector by const reference instead? In AActor::GetComponentLocation() or Actor::GetActorLocation() for example. Tha…
