![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#include <SQTypes.h>
Inheritance diagram for ChaosInterface::FSQHitBuffer< HitType >:Public Member Functions | |
| FSQHitBuffer (bool bSingle=false) | |
| virtual | ~FSQHitBuffer () |
| void | IncFlushCount () |
| void | DecFlushCount () |
| bool | HasHit () const |
| int32 | GetNumHits () const |
| HitType * | GetHits () |
| const HitType * | GetHits () const |
| HitType * | GetBlock () |
| const HitType * | GetBlock () const |
| bool | HasBlockingHit () const |
| void | SetBlockingHit (const HitType &InBlockingHit) |
| void | AddTouchingHit (const HitType &InTouchingHit) |
| const HitType * | GetCurrentHit () const |
| void | InsertHit (const HitType &Hit, bool bBlocking) |
| bool | WantsSingleResult () const |
Stores the results of scene queries. This can be passed around to multiple SQAccelerators and is responsible for sorting the results and pruning based on blocking. IncFlushCount / DecFlushCount is used to ensure any final sort / pruning operation is done when all SQAccelerators are finished. If you are passing this into multiple accelerators you should call IncFlushCount / DecFlushCount yourself as otherwise each accelerator will trigger its own sort / prune.
|
inline |
|
inlinevirtual |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
Does not do any distance verification. This is up to the SQ code to manage
|
inline |
|
inline |