UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
Collision.cpp File Reference

Classes

struct  CollisionResponseConsoleCommands::FSortComponentsWithResponseToProfile
 
struct  CollisionResponseConsoleCommands::FSortComponentsForComplexity
 

Namespaces

namespace  CollisionResponseConsoleCommands
 

Functions

bool LineCheckWithTriangle (FHitResult &Result, const FVector &V1, const FVector &V2, const FVector &V3, const FVector &Start, const FVector &End, const FVector &Direction)
 
 DECLARE_LOG_CATEGORY_EXTERN (LogCollisionCommands, Log, All)
 
 DEFINE_LOG_CATEGORY (LogCollisionCommands)
 
FString CollisionResponseConsoleCommands::GetCommaSeparatedList (const TArray< FString > &List)
 
FString CollisionResponseConsoleCommands::FillString (TCHAR Char, int32 Count)
 
FString CollisionResponseConsoleCommands::GetDisplayNameText (const UEnum *Enum, int64 Value, const FString &Fallback)
 
FString CollisionResponseConsoleCommands::FormatObjectName (UObject *Obj)
 
FString CollisionResponseConsoleCommands::GetAssetName (const UPrimitiveComponent *Comp)
 
template<typename EnumType >
const FString & CollisionResponseConsoleCommands::MapEnumToDisplayName (const UEnum *ComplexityEnum, EnumType EnumFlag, TMap< EnumType, FString > &EnumToDisplayNameMap)
 
void CollisionResponseConsoleCommands::ListCollisionProfileNames ()
 
void CollisionResponseConsoleCommands::ListCollisionChannelNames ()
 
ECollisionResponse CollisionResponseConsoleCommands::StringToCollisionResponse (const FString &InString)
 
ECollisionChannel CollisionResponseConsoleCommands::StringToCollisionChannel (const FString &InString)
 
FName CollisionResponseConsoleCommands::StringToCollisionProfile (const FString &InString)
 
ECollisionTraceFlag CollisionResponseConsoleCommands::StringToCollisionComplexity (const FString &InString)
 
void CollisionResponseConsoleCommands::ListComponentsWithResponseToProfile (const ECollisionResponse RequiredResponse, const FName &ProfileToCheck)
 
void CollisionResponseConsoleCommands::Parse_ListComponentsWithResponseToProfile (const TArray< FString > &Args, UWorld *World)
 
void CollisionResponseConsoleCommands::ListProfilesWithResponseToChannel (const ECollisionResponse RequiredResponse, const ECollisionChannel TestChannel)
 
void CollisionResponseConsoleCommands::Parse_ListProfilesWithResponseToChannel (const TArray< FString > &Args, UWorld *World)
 
void CollisionResponseConsoleCommands::ListObjectsWithCollisionComplexity (ECollisionTraceFlag Complexity)
 
void CollisionResponseConsoleCommands::Parse_ListObjectsWithCollisionComplexity (const TArray< FString > &Args, UWorld *World)
 

Function Documentation

◆ DECLARE_LOG_CATEGORY_EXTERN()

DECLARE_LOG_CATEGORY_EXTERN ( LogCollisionCommands  ,
Log  ,
All   
)

◆ DEFINE_LOG_CATEGORY()

DEFINE_LOG_CATEGORY ( LogCollisionCommands  )

◆ LineCheckWithTriangle()

bool LineCheckWithTriangle ( FHitResult Result,
const FVector V1,
const FVector V2,
const FVector V3,
const FVector Start,
const FVector End,
const FVector Direction 
)

Line Check With Triangle Algorithm based on "Fast, Minimum Storage Ray/Triangle Intersection" Returns true if the line segment does hit the triangle