hex to Unreal FLinearColor

FLinearColor is linear by definition, so pasting hex bytes divided by 255 into it produces a washed-out result. These values already have the transfer function removed.

Hue
Alpha
100%
Unreal FLinearColor
FLinearColor(0.0545f, 0.2423f, 0.9131f, 1.0f)

Paste a hex value — other formats work too.

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Worked examples

Common colours converted from hex to Unreal FLinearColor, computed with the same engine the picker uses.

ColourhexUnreal FLinearColorCopy
Pure red#ff0000FLinearColor(1.0f, 0.0f, 0.0f, 1.0f)
Pure green#00ff00FLinearColor(0.0f, 1.0f, 0.0f, 1.0f)
Pure blue#0000ffFLinearColor(0.0f, 0.0f, 1.0f, 1.0f)
White#ffffffFLinearColor(1.0f, 1.0f, 1.0f, 1.0f)
Mid grey#808080FLinearColor(0.2159f, 0.2159f, 0.2159f, 1.0f)
Black#000000FLinearColor(0.0f, 0.0f, 0.0f, 1.0f)
Interface blue#4287f5FLinearColor(0.0545f, 0.2423f, 0.9131f, 1.0f)
Success green#22c55eFLinearColor(0.016f, 0.5583f, 0.1119f, 1.0f)
Danger red#ef4444FLinearColor(0.8632f, 0.0578f, 0.0578f, 1.0f)
Warning amber#f59e0bFLinearColor(0.9131f, 0.3419f, 0.0033f, 1.0f)
Editor black#1e1e1eFLinearColor(0.013f, 0.013f, 0.013f, 1.0f)
Warm sand#e9c46aFLinearColor(0.8148f, 0.552f, 0.1441f, 1.0f)

How the conversion works

FLinearColor is linear by definition, so pasting hex bytes divided by 255 into it produces a washed-out result. These values already have the transfer function removed.

Both formats are computed from a single canonical representation — CIE XYZ with a D65 white point, held in floating point — rather than by chaining one format into the next. That matters because chained conversions accumulate rounding error, and because it means a colour that cannot be represented in the target format is handled deliberately rather than by accident.

When the source describes a colour outside the target's gamut, chroma is reduced in OKLCh while lightness and hue are held, following the CSS Color 4 gamut mapping algorithm. Clipping each channel independently would be simpler but visibly shifts hue on saturated colours.

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