Skip to main content
Version: 3.8

Procedural Dungeon ⏵ Box Min and Max

Box Min and Max

Class Details

Defined in: Public/ProceduralDungeonTypes.h
Hierarchy: Box Min and Max
Exposed in blueprint as: Variable Type

Description

TODO: Use UE built-in TBox<FIntVector> instead?
The downside of doing that would be the Center and Extent computation that is slightly different...
Also, the IsInside with another box does not consider coincident faces as inside...
Also, operators + and += don't mean the same (extending box to include a point instead of shifting the box)...

Properties

NameTypeCategoryAccessorsDescription
MaxFIntVectorBoxBlueprint Read/Write
MinFIntVectorBoxBlueprint Read/Write