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Unreal Engine 5 · Blueprint → C++

Map Range Clamped in Unreal Engine 5 C++UE Docs

The Map Range Clamped Blueprint node maps to FMath::GetMappedRangeValueClamped(FVector2D(InMin, InMax), FVector2D(OutMin, OutMax), Value) in Unreal Engine 5 C++.

Blueprint node & C++ equivalent

C++
float Out = FMath::GetMappedRangeValueClamped(
  FVector2D(InMin, InMax), FVector2D(OutMin, OutMax), Value);

What does the Map Range Clamped node do?

Map Range Clamped takes a value from one numeric range and linearly remaps it into another, then clamps the result so it never exits the output range. A value below the input minimum produces the output minimum, and a value above the input maximum produces the output maximum.

It is widely used to drive UI bars, audio volume, material parameters, and any normalized response curve from a raw gameplay value.

The C++ equivalent

Call FMath::GetMappedRangeValueClamped, passing the input range as an FVector2D(InMin, InMax), the output range as an FVector2D(OutMin, OutMax), and the Value to remap. It returns the clamped, remapped float.

For an unclamped remap that extrapolates beyond the bounds, use FMath::GetMappedRangeValueUnclamped with the same argument layout.

When to use it in C++

Reach for this function whenever you need a safe linear conversion between two ranges without writing the lerp and clamp math by hand. The clamping guards against out-of-range inputs producing invalid UI or audio values.

Frequently asked questions

What is the C++ equivalent of Map Range Clamped in UE5?+

Use FMath::GetMappedRangeValueClamped, passing FVector2D(InMin, InMax) and FVector2D(OutMin, OutMax) along with the value to remap.

Why are the ranges passed as FVector2D?+

FVector2D packs the min and max of each range into a single X/Y pair, so the input range and output range are each one argument.

Related Math nodes

View all Math nodes →