Unreal Engine 5 Math Blueprint Nodes to C++ Reference
Most Blueprint math nodes in Unreal Engine 5 map directly to functions in FMath or UKismetMathLibrary. This reference shows the exact C++ equivalent for each node, including the right header include and function signature.
Use FMath (declared in Math/UnrealMathUtility.h, available everywhere via the engine) for core math like FMath::Clamp, FMath::Lerp, and FMath::Abs. Use UKismetMathLibrary from Kismet/KismetMathLibrary.h when you want the exact Blueprint-named helpers such as Min, Max, FMin, and FMax.
41 nodes in this category.
Min (Int)
The Blueprint Min (Int) node maps toUKismetMathLibrary::Min(A, B) in C++, returning the smaller of two int32 values.View C++ equivalent →Max (Int)
The Blueprint Max (Int) node maps toUKismetMathLibrary::Max(A, B) in C++, returning the larger of two int32 values.View C++ equivalent →Min (Float)
The Blueprint Min (Float) node maps toUKismetMathLibrary::FMin(A, B) in C++, returning the smaller of two float values.View C++ equivalent →Max (Float)
The Blueprint Max (Float) node maps toUKismetMathLibrary::FMax(A, B) in C++, returning the larger of two float values.View C++ equivalent →Ceil
The Blueprint Ceil node maps toFMath::CeilToInt(A) in C++, rounding a float up to the nearest int32.View C++ equivalent →Floor
The Blueprint Floor node maps toFMath::FloorToInt(A) in C++, rounding a float down to the nearest int32.View C++ equivalent →Absolute
The Blueprint Absolute node maps toFMath::Abs(A) in C++, returning the magnitude of an int32 or float value.View C++ equivalent →Clamp
The Blueprint Clamp node maps toFMath::Clamp(A, Min, Max) in C++, constraining a value between a minimum and maximum.View C++ equivalent →Lerp
The Blueprint Lerp node maps toFMath::Lerp(A, B, Alpha) in C++, linearly interpolating from A to B by an Alpha factor.View C++ equivalent →Nearly Equal
The Blueprint Nearly Equal node maps toFMath::IsNearlyEqual(A, B, ErrorTolerance) in C++, comparing two floats within a tolerance.View C++ equivalent →Make Vector
The Blueprint Make Vector node maps to theFVector(X, Y, Z) constructor in C++, building a 3D vector from three float components.View C++ equivalent →Make Rotator
The Blueprint Make Rotator node maps to theFRotator(Pitch, Yaw, Roll) constructor in C++, building a rotation from three float angles.View C++ equivalent →Break Vector
The Blueprint Break Vector node splits anFVector into its X, Y and Z floats. In C++ you read those components directly as public members: ExampleVector.X, ExampleVector.Y and ExampleVector.Z.View C++ equivalent →Break Rotator
Break Rotator splits anFRotator into Pitch, Yaw and Roll. In C++ these are public members you read directly: ExampleRotator.Pitch, ExampleRotator.Yaw and ExampleRotator.Roll.View C++ equivalent →Vector Length
The Blueprint Vector Length node returns the magnitude of a vector. In C++ callExampleVector.Size(), which computes the Euclidean length of the FVector.View C++ equivalent →Distance (Vector)
The Blueprint Distance (Vector) node returns the distance between two points. In C++ use the static helperFVector::Distance(A, B).View C++ equivalent →Normalize (Vector)
The Blueprint Normalize (Vector) node rescales a vector to unit length. In C++ callExampleVector.Normalize(Tolerance), which normalizes the FVector in place and returns whether it succeeded.View C++ equivalent →FInterp To
The Blueprint FInterp To node eases a float toward a target over time. In C++ callFMath::FInterpTo(Current, Target, DeltaTime, InterpSpeed).View C++ equivalent →VInterp To
The Blueprint VInterp To node eases anFVector toward a target over time. In C++ call FMath::VInterpTo(Current, Target, DeltaTime, InterpSpeed).View C++ equivalent →RInterp To
The Blueprint RInterp To node eases anFRotator toward a target rotation over time. In C++ call FMath::RInterpTo(Current, Target, DeltaTime, InterpSpeed).View C++ equivalent →Find Look at Rotation
The Blueprint Find Look at Rotation node returns the rotation that points from one location to another. In C++ callUKismetMathLibrary::FindLookAtRotation(Start, Target) after including Kismet/KismetMathLibrary.h.View C++ equivalent →Random Integer
The Blueprint Random Integer node returns a random whole number from 0 up to (but not including) Max. In C++ callUKismetMathLibrary::RandomInteger(Max) after including Kismet/KismetMathLibrary.h.View C++ equivalent →Random Float
The Blueprint Random Float node returns a random float between 0 and 1. In C++ callUKismetMathLibrary::RandomFloat() after including Kismet/KismetMathLibrary.h.View C++ equivalent →Random Integer in Range
The Blueprint Random Integer in Range node returns a random whole number between Min and Max inclusive. In C++ callUKismetMathLibrary::RandomIntegerInRange(Min, Max) after including Kismet/KismetMathLibrary.h.View C++ equivalent →Random Float in Range
The Random Float in Range Blueprint node maps toUKismetMathLibrary::RandomFloatInRange(Min, Max), which returns a random float between Min and Max inclusive.View C++ equivalent →Dot Product
The Dot Product Blueprint node maps toFVector::DotProduct(A, B) in Unreal Engine 5 C++, which also has the shorthand operator A | B.View C++ equivalent →Cross Product
The Cross Product Blueprint node maps toFVector::CrossProduct(A, B) in Unreal Engine 5 C++, with the shorthand operator A ^ B.View C++ equivalent →Get Forward Vector (from Rotator)
Get Forward Vector from a Rotator maps toRotation.Vector() in Unreal Engine 5 C++, with FRotationMatrix(Rotation).GetUnitAxis(EAxis::Y) giving the right vector.View C++ equivalent →Rotate Vector
The Rotate Vector Blueprint node maps toRotation.RotateVector(V) in Unreal Engine 5 C++, and UnrotateVector(V) performs the inverse rotation.View C++ equivalent →Map Range Clamped
The Map Range Clamped Blueprint node maps toFMath::GetMappedRangeValueClamped(FVector2D(InMin, InMax), FVector2D(OutMin, OutMax), Value) in Unreal Engine 5 C++.View C++ equivalent →Sin / Cos / Tan (Radians)
The radian Sin, Cos, and Tan Blueprint nodes map toFMath::Sin(Radians), FMath::Cos(Radians), and FMath::Tan(Radians) in Unreal Engine 5 C++.View C++ equivalent →Sin / Cos (Degrees)
The degree-based Sin and Cos Blueprint nodes map toFMath::Sin(FMath::DegreesToRadians(Degrees)) in Unreal Engine 5 C++, or the helper UKismetMathLibrary::DegSin(Degrees).View C++ equivalent →Square Root
The Square Root Blueprint node maps toFMath::Sqrt(Value) in Unreal Engine 5 C++, which returns the square root of a non-negative float.View C++ equivalent →Power
The Power Blueprint node maps toFMath::Pow(Base, Exponent) in Unreal Engine 5 C++, raising Base to the given Exponent.View C++ equivalent →Modulo
The Modulo Blueprint node maps to the% operator for integers (A % B) and FMath::Fmod(A, B) for floats in Unreal Engine 5 C++.View C++ equivalent →Round / Truncate
The Round and Truncate Blueprint nodes map toFMath::RoundToInt, FMath::TruncToInt, and FMath::CeilToInt in Unreal Engine 5 C++.View C++ equivalent →In Range
The In Range Blueprint node checks whether a value falls between a minimum and maximum. In C++ it is just(Value >= Min && Value <= Max), or UKismetMathLibrary::InRange_FloatFloat(Value, Min, Max).View C++ equivalent →Sign
The Sign Blueprint node returns the sign of a number. In C++ the equivalent isFMath::Sign(Value), which returns -1, 0, or 1.View C++ equivalent →Make Transform
The Make Transform Blueprint node builds anFTransform from location, rotation, and scale. In C++ use the constructor FTransform T(Rotation, Location, Scale);.View C++ equivalent →Break Transform
The Break Transform Blueprint node splits anFTransform into location, rotation, and scale. In C++ use GetLocation(), GetRotation().Rotator(), and GetScale3D().View C++ equivalent →Make Linear Color
The Make Linear Color Blueprint node builds an RGBA color from float channels. In C++ useFLinearColor Color(R, G, B, A);.View C++ equivalent →