{ }Blueprint → C++

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 to UKismetMathLibrary::Min(A, B) in C++, returning the smaller of two int32 values.View C++ equivalent →

Max (Int)

The Blueprint Max (Int) node maps to UKismetMathLibrary::Max(A, B) in C++, returning the larger of two int32 values.View C++ equivalent →

Min (Float)

The Blueprint Min (Float) node maps to UKismetMathLibrary::FMin(A, B) in C++, returning the smaller of two float values.View C++ equivalent →

Max (Float)

The Blueprint Max (Float) node maps to UKismetMathLibrary::FMax(A, B) in C++, returning the larger of two float values.View C++ equivalent →

Ceil

The Blueprint Ceil node maps to FMath::CeilToInt(A) in C++, rounding a float up to the nearest int32.View C++ equivalent →

Floor

The Blueprint Floor node maps to FMath::FloorToInt(A) in C++, rounding a float down to the nearest int32.View C++ equivalent →

Absolute

The Blueprint Absolute node maps to FMath::Abs(A) in C++, returning the magnitude of an int32 or float value.View C++ equivalent →

Clamp

The Blueprint Clamp node maps to FMath::Clamp(A, Min, Max) in C++, constraining a value between a minimum and maximum.View C++ equivalent →

Lerp

The Blueprint Lerp node maps to FMath::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 to FMath::IsNearlyEqual(A, B, ErrorTolerance) in C++, comparing two floats within a tolerance.View C++ equivalent →

Make Vector

The Blueprint Make Vector node maps to the FVector(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 the FRotator(Pitch, Yaw, Roll) constructor in C++, building a rotation from three float angles.View C++ equivalent →

Break Vector

The Blueprint Break Vector node splits an FVector 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 an FRotator 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++ call ExampleVector.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 helper FVector::Distance(A, B).View C++ equivalent →

Normalize (Vector)

The Blueprint Normalize (Vector) node rescales a vector to unit length. In C++ call ExampleVector.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++ call FMath::FInterpTo(Current, Target, DeltaTime, InterpSpeed).View C++ equivalent →

VInterp To

The Blueprint VInterp To node eases an FVector 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 an FRotator 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++ call UKismetMathLibrary::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++ call UKismetMathLibrary::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++ call UKismetMathLibrary::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++ call UKismetMathLibrary::RandomIntegerInRange(Min, Max) after including Kismet/KismetMathLibrary.h.View C++ equivalent →

Random Float in Range

The Random Float in Range Blueprint node maps to UKismetMathLibrary::RandomFloatInRange(Min, Max), which returns a random float between Min and Max inclusive.View C++ equivalent →

Dot Product

The Dot Product Blueprint node maps to FVector::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 to FVector::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 to Rotation.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 to Rotation.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 to FMath::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 to FMath::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 to FMath::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 to FMath::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 to FMath::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 to FMath::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 is FMath::Sign(Value), which returns -1, 0, or 1.View C++ equivalent →

Make Transform

The Make Transform Blueprint node builds an FTransform 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 an FTransform 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++ use FLinearColor Color(R, G, B, A);.View C++ equivalent →