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| EConvertQueryResult | ConvertQueryImpactHit (const UWorld *World, const FHitLocation &PHit, FHitResult &OutResult, float CheckLength, const FCollisionFilterData &QueryFilter, const FVector &StartLoc, const FVector &EndLoc, const FPhysicsGeometry *Geom, const FTransform &QueryTM, bool bReturnFaceIndex, bool bReturnPhysMat) |
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| EConvertQueryResult | ConvertQueryImpactHit (const UWorld *World, const ChaosInterface::FPTLocationHit &PHit, FHitResult &OutResult, float CheckLength, const FCollisionFilterData &QueryFilter, const FVector &StartLoc, const FVector &EndLoc, const FPhysicsGeometry *Geom, const FTransform &QueryTM, bool bReturnFaceIndex, bool bReturnPhysMat) |
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| template<typename Hit > |
| EConvertQueryResult | ConvertTraceResults (bool &OutHasValidBlockingHit, const UWorld *World, int32 NumHits, Hit *Hits, float CheckLength, const FCollisionFilterData &QueryFilter, TArray< FHitResult > &OutHits, const FVector &StartLoc, const FVector &EndLoc, const FPhysicsGeometry *Geom, const FTransform &QueryTM, float MaxDistance, bool bReturnFaceIndex, bool bReturnPhysMat) |
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| template<typename Hit > |
| EConvertQueryResult | ConvertTraceResults (bool &OutHasValidBlockingHit, const UWorld *World, int32 NumHits, Hit *Hits, float CheckLength, const FCollisionFilterData &QueryFilter, FHitResult &OutHits, const FVector &StartLoc, const FVector &EndLoc, const FPhysicsGeometry *Geom, const FTransform &QueryTM, float MaxDistance, bool bReturnFaceIndex, bool bReturnPhysMat) |
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| void | ConvertQueryOverlap (const UWorld *World, const FPhysicsShape &PShape, const FPhysicsActorHandle &PActor, FOverlapResult &OutOverlap, const FCollisionFilterData &QueryFilter) |
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| bool | IsBlocking (const FPhysicsShape &PShape, const FCollisionFilterData &QueryFilter) |
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| bool | ConvertOverlapResults (int32 NumOverlaps, FHitOverlap *POverlapResults, const FCollisionFilterData &QueryFilter, TArray< FOverlapResult > &OutOverlaps) |
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| bool | ConvertOverlapResults (int32 NumOverlaps, ChaosInterface::FPTOverlapHit *POverlapResults, const FCollisionFilterData &QueryFilter, TArray< FOverlapResult > &OutOverlaps) |
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| FHitResult | ConvertOverlapToHitResult (const FOverlapResult &Overlap) |
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◆ DRAW_OVERLAPPING_TRIS
◆ EConvertQueryResult
◆ ConvertOverlapResults() [1/2]
◆ ConvertOverlapResults() [2/2]
Util to convert a list of overlap hits into FOverlapResult and add them to OutOverlaps, if not already there
- Parameters
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| NumOverlaps | Number Of Overlaps that happened |
| POverlapResults | Overlaps list |
| QueryFilter | Query filter for converting |
- Returns
- OutOverlaps Converted data
◆ ConvertOverlapToHitResult()
Converts an overlap result to a hit result.
◆ ConvertQueryImpactHit() [1/2]
| EConvertQueryResult ConvertQueryImpactHit |
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const UWorld * |
World, |
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const ChaosInterface::FPTLocationHit & |
PHit, |
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FHitResult & |
OutResult, |
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float |
CheckLength, |
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const FCollisionFilterData & |
QueryFilter, |
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const FVector & |
StartLoc, |
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const FVector & |
EndLoc, |
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const FPhysicsGeometry * |
Geom, |
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const FTransform & |
QueryTM, |
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bool |
bReturnFaceIndex, |
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bool |
bReturnPhysMat |
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◆ ConvertQueryImpactHit() [2/2]
| EConvertQueryResult ConvertQueryImpactHit |
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const UWorld * |
World, |
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const FHitLocation & |
PHit, |
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FHitResult & |
OutResult, |
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float |
CheckLength, |
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const FCollisionFilterData & |
QueryFilter, |
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const FVector & |
StartLoc, |
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const FVector & |
EndLoc, |
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const FPhysicsGeometry * |
Geom, |
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const FTransform & |
QueryTM, |
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bool |
bReturnFaceIndex, |
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bool |
bReturnPhysMat |
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Util to convert single physX hit (raycast or sweep) to our hit result
- Parameters
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| PHit | PhysX hit data |
| OutResult | (out) Result converted |
| CheckLength | Distance of trace |
| QueryFilter | Query Filter |
| StartLoc | Start of trace |
| EndLoc | |
| Geom | |
| bReturnFaceIndex | True if we want to lookup the face index |
| bReturnPhysMat | True if we want to lookup the physical material |
- Returns
- Whether result passed NaN/Inf checks.
◆ ConvertQueryOverlap()
Util to convert physX or Chaos overlap query to our overlap result
- Parameters
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| PShape | Shape that overlaps |
| PActor | Specific actor as PShape might be shared among many actors |
| OutOverlap | (out) Result converted |
| QueryFilter | Query Filter |
◆ ConvertTraceResults() [1/2]
| EConvertQueryResult ConvertTraceResults |
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bool & |
OutHasValidBlockingHit, |
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const UWorld * |
World, |
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int32 |
NumHits, |
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Hit * |
Hits, |
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float |
CheckLength, |
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const FCollisionFilterData & |
QueryFilter, |
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FHitResult & |
OutHits, |
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const FVector & |
StartLoc, |
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const FVector & |
EndLoc, |
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const FPhysicsGeometry * |
Geom, |
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const FTransform & |
QueryTM, |
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float |
MaxDistance, |
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bool |
bReturnFaceIndex, |
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bool |
bReturnPhysMat |
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◆ ConvertTraceResults() [2/2]
| EConvertQueryResult ConvertTraceResults |
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bool & |
OutHasValidBlockingHit, |
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const UWorld * |
World, |
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int32 |
NumHits, |
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Hit * |
Hits, |
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float |
CheckLength, |
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const FCollisionFilterData & |
QueryFilter, |
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TArray< FHitResult > & |
OutHits, |
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const FVector & |
StartLoc, |
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const FVector & |
EndLoc, |
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const FPhysicsGeometry * |
Geom, |
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const FTransform & |
QueryTM, |
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float |
MaxDistance, |
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bool |
bReturnFaceIndex, |
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bool |
bReturnPhysMat |
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Util to convert physX sweep results to unreal hit results and add to array
- Parameters
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| OutHasValidBlockingHit | set to whether there is a valid blocking hit found in the results. |
| NumHits | Number of Hits |
| Hits | Array of hits |
| CheckLength | Distance of trace |
| QueryFilter | Query Filter |
| StartLoc | Start of trace |
| EndLoc | End of trace |
| Geom | |
| bReturnFaceIndex | True if we want to lookup the face index |
| bReturnPhysMat | True if we want to lookup the physical material |
- Returns
- Whether all results passed NaN/Inf checks.
◆ IsBlocking()
Util to determine if a shape is deemed blocking based on the query filter
- Parameters
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| PShape | Shape that overlaps @QueryFilter Query Filter |
- Returns
- true if the query filter and shape filter resolve to be blocking