Math & Numeric
Blueprint nodes for math & numeric operations.
38 nodesSmooth Step
PureHermite interpolation between 0 and 1 when X is between Edge0 and Edge1. Smoother than a linear lerp.
SmoothStepSmoother Step
PureKen Perlin's improved smoothstep with zero 1st and 2nd derivatives at edges. Even smoother transitions.
SmootherStepClamp Angle
PureClamps an angle in degrees, correctly handling the 360/0 wraparound boundary.
ClampAngleWrap Angle
PureWraps an angle to the -180 to 180 range.
WrapAngleIs Nearly Zero
PureChecks if a float is approximately zero within tolerance.
IsNearlyZeroDamped Oscillation
PureGenerates a damped sine wave. Useful for hit reactions, screen shake decay, and spring effects.
DampedOscillationBezier Evaluate
PureEvaluates a cubic bezier curve at parameter T using four control points.
BezierEvaluateBezier Evaluate Vector
PureEvaluates a cubic bezier curve in 3D space at parameter T.
BezierEvaluateVectorRolling Average
CallableMaintains a rolling average over the last N values. Automatically manages the history buffer.
RollingAverageFibonacci
PureReturns the Nth Fibonacci number using an iterative approach.
FibonacciGolden Ratio
PureReturns the golden ratio constant phi.
GoldenRatioBounce
PureSimulates a bouncing ball trajectory over a 0-1 alpha range.
BounceNoise 1D
PureGenerates 1D Perlin-style noise at position X with an optional seed.
Noise1DNoise 2D
PureGenerates 2D Perlin-style noise at position (X,Y).
Noise2DNoise 3D
PureGenerates 3D Perlin-style noise at position (X,Y,Z).
Noise3DFractal Noise 2D
PureMulti-octave fractal noise (fBm) for more natural-looking procedural generation.
FractalNoise2DPercentage
PureReturns Value as a percentage of Total. Returns 0 if Total is zero.
PercentageLerp Angle
PureLinearly interpolates between two angles, taking the shortest path across the 360/0 boundary.
LerpAngleMove Toward
PureMoves Current toward Target by at most MaxDelta. Will not overshoot.
MoveTowardMove Toward Angle
PureLike MoveToward but handles angle wrapping correctly.
MoveTowardAngleDelta Angle
PureReturns the shortest signed difference between two angles in degrees.
DeltaAngleExponential Decay
PureFrame-rate-independent exponential interpolation. Faster than FInterpTo for many use cases.
ExponentialDecayCeil To Multiple
PureRounds up to the nearest multiple.
CeilToMultipleFloor To Multiple
PureRounds down to the nearest multiple.
FloorToMultipleRound To Multiple
PureRounds to the nearest multiple.
RoundToMultipleIs Even
PureReturns true if the integer is even.
IsEvenIs Odd
PureReturns true if the integer is odd.
IsOddIs Power Of Two
PureReturns true if the integer is a power of two.
IsPowerOfTwoNext Power Of Two
PureReturns the smallest power of two >= Value.
NextPowerOfTwoWeighted Average
PureCalculates the weighted average of an array of values with corresponding weights.
WeightedAverageStandard Deviation
PureCalculates the standard deviation of an array of float values.
StandardDeviationCubic Interpolation
PureCubic Hermite interpolation between P0 and P1 using tangents T0 and T1.
CubicInterpEase Float
PureApplies a named easing curve to a 0–1 alpha value. Supports Linear, Quadratic, Cubic, Sine, Expo, Elastic, Bounce, and B...
EaseFloatMap Range With Easing
PureRemaps a value from one range to another, then applies an easing curve to the result in one node.
MapRangeWithEasingSolve Quadratic
CallableSolves Ax² + Bx + C = 0. Returns the number of real roots (0, 1, or 2) and the root values.
SolveQuadraticSeeded Random Float
PureReturns a deterministic random float in [Min, Max] driven by a seed. The same seed always produces the same value.
SeededRandomFloatSeeded Random Bool
PureReturns a deterministic bool with the given probability of being true, driven by a seed.
SeededRandomBoolSeeded Random Int
PureReturns a deterministic integer in [Min, Max] driven by a seed. The same seed always produces the same value.
SeededRandomInt