diff --git a/Source/Engine/Level/Actors/Camera.cpp b/Source/Engine/Level/Actors/Camera.cpp
index 6a6e9edd8..cd5d13702 100644
--- a/Source/Engine/Level/Actors/Camera.cpp
+++ b/Source/Engine/Level/Actors/Camera.cpp
@@ -121,7 +121,7 @@ void Camera::ProjectPoint(const Vector3& worldSpaceLocation, Float2& cameraViewp
cameraViewportSpaceLocation = Float2(clipSpaceLocation);
}
-bool Camera::CheckPointIsOnView(const Vector3& worldSpaceLocation) const
+bool Camera::IsPointOnView(const Vector3& worldSpaceLocation) const
{
Camera* mainCamera = Camera::GetMainCamera();
@@ -136,7 +136,7 @@ bool Camera::CheckPointIsOnView(const Vector3& worldSpaceLocation) const
mainCamera->ProjectPoint(worldSpaceLocation, windowSpace);
return (windowSpace.X >= 0 && windowSpace.X <= screenSize.X) &&
- (windowSpace.Y >= 0 && windowSpace.Y <= screenSize.Y);
+ (windowSpace.Y >= 0 && windowSpace.Y <= screenSize.Y);
}
Ray Camera::ConvertMouseToRay(const Float2& mousePosition) const
diff --git a/Source/Engine/Level/Actors/Camera.h b/Source/Engine/Level/Actors/Camera.h
index 1e38e5e04..bc412542e 100644
--- a/Source/Engine/Level/Actors/Camera.h
+++ b/Source/Engine/Level/Actors/Camera.h
@@ -173,7 +173,7 @@ public:
///
/// World Position (XYZ)
/// Returns true if the point is within the field of view
- API_FUNCTION() bool CheckPointIsOnView(const Vector3& worldSpaceLocation) const;
+ API_FUNCTION() bool IsPointOnView(const Vector3& worldSpaceLocation) const;
///
/// Converts the mouse position to 3D ray.