UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FCollisionQueryFilterCallback Class Reference

#include <CollisionQueryFilterCallback.h>

+ Inheritance diagram for FCollisionQueryFilterCallback:

Public Member Functions

 FCollisionQueryFilterCallback (const FCollisionQueryParams &InQueryParams, bool bInIsSweep)
 
 ~FCollisionQueryFilterCallback ()
 
ECollisionQueryHitType PreFilterImp (const FCollisionFilterData &FilterData, const FCollisionFilterData &ShapeFilterData, uint32 ComponentID, const FBodyInstance *BodyInstance)
 
ECollisionQueryHitType PostFilterImp (const FCollisionFilterData &FilterData, bool bIsOverlap)
 
ECollisionQueryHitType PreFilterImp (const FCollisionFilterData &FilterData, const Chaos::FPerShapeData &Shape, const Chaos::FGeometryParticle &Actor)
 
ECollisionQueryHitType PreFilterImp (const FCollisionFilterData &FilterData, const Chaos::FPerShapeData &Shape, const Chaos::FGeometryParticleHandle &Actor)
 
ECollisionQueryHitType PostFilterImp (const FCollisionFilterData &FilterData, const ChaosInterface::FQueryHit &Hit)
 
ECollisionQueryHitType PostFilterImp (const FCollisionFilterData &FilterData, const ChaosInterface::FPTQueryHit &Hit)
 
virtual ECollisionQueryHitType PostFilter (const FCollisionFilterData &FilterData, const ChaosInterface::FQueryHit &Hit) override
 
virtual ECollisionQueryHitType PostFilter (const FCollisionFilterData &FilterData, const ChaosInterface::FPTQueryHit &Hit) override
 
virtual ECollisionQueryHitType PreFilter (const FCollisionFilterData &FilterData, const Chaos::FPerShapeData &Shape, const Chaos::FGeometryParticle &Actor) override
 
virtual ECollisionQueryHitType PreFilter (const FCollisionFilterData &FilterData, const Chaos::FPerShapeData &Shape, const Chaos::FGeometryParticleHandle &Actor) override
 
- Public Member Functions inherited from ICollisionQueryFilterCallbackBase
virtual ~ICollisionQueryFilterCallbackBase ()
 

Static Public Member Functions

static ECollisionQueryHitType CalcQueryHitType (const FCollisionFilterData &QueryFilter, const FCollisionFilterData &ShapeFilter, bool bPreFilter=false)
 

Public Attributes

ECollisionQueryHitType PreFilterReturnValue
 
const FilterIgnoreComponentsArrayTypeIgnoreComponents
 
const FilterIgnoreActorsArrayTypeIgnoreActors
 
bool bIsOverlapQuery
 
bool bIgnoreTouches
 
bool bIgnoreBlocks
 
bool bDiscardInitialOverlaps
 
bool bIsSweep
 

Constructor & Destructor Documentation

◆ FCollisionQueryFilterCallback()

FCollisionQueryFilterCallback::FCollisionQueryFilterCallback ( const FCollisionQueryParams InQueryParams,
bool  bInIsSweep 
)
inline

◆ ~FCollisionQueryFilterCallback()

FCollisionQueryFilterCallback::~FCollisionQueryFilterCallback ( )
inline

Member Function Documentation

◆ CalcQueryHitType()

ECollisionQueryHitType FCollisionQueryFilterCallback::CalcQueryHitType ( const FCollisionFilterData QueryFilter,
const FCollisionFilterData ShapeFilter,
bool  bPreFilter = false 
)
static

◆ PostFilter() [1/2]

virtual ECollisionQueryHitType FCollisionQueryFilterCallback::PostFilter ( const FCollisionFilterData FilterData,
const ChaosInterface::FPTQueryHit Hit 
)
inlineoverridevirtual

◆ PostFilter() [2/2]

virtual ECollisionQueryHitType FCollisionQueryFilterCallback::PostFilter ( const FCollisionFilterData FilterData,
const ChaosInterface::FQueryHit Hit 
)
inlineoverridevirtual

◆ PostFilterImp() [1/3]

ECollisionQueryHitType FCollisionQueryFilterCallback::PostFilterImp ( const FCollisionFilterData FilterData,
bool  bIsOverlap 
)

◆ PostFilterImp() [2/3]

ECollisionQueryHitType FCollisionQueryFilterCallback::PostFilterImp ( const FCollisionFilterData FilterData,
const ChaosInterface::FPTQueryHit Hit 
)

◆ PostFilterImp() [3/3]

ECollisionQueryHitType FCollisionQueryFilterCallback::PostFilterImp ( const FCollisionFilterData FilterData,
const ChaosInterface::FQueryHit Hit 
)

◆ PreFilter() [1/2]

virtual ECollisionQueryHitType FCollisionQueryFilterCallback::PreFilter ( const FCollisionFilterData FilterData,
const Chaos::FPerShapeData Shape,
const Chaos::FGeometryParticle Actor 
)
inlineoverridevirtual

◆ PreFilter() [2/2]

virtual ECollisionQueryHitType FCollisionQueryFilterCallback::PreFilter ( const FCollisionFilterData FilterData,
const Chaos::FPerShapeData Shape,
const Chaos::FGeometryParticleHandle Actor 
)
inlineoverridevirtual

◆ PreFilterImp() [1/3]

ECollisionQueryHitType FCollisionQueryFilterCallback::PreFilterImp ( const FCollisionFilterData FilterData,
const Chaos::FPerShapeData Shape,
const Chaos::FGeometryParticle Actor 
)

◆ PreFilterImp() [2/3]

ECollisionQueryHitType FCollisionQueryFilterCallback::PreFilterImp ( const FCollisionFilterData FilterData,
const Chaos::FPerShapeData Shape,
const Chaos::FGeometryParticleHandle Actor 
)

◆ PreFilterImp() [3/3]

ECollisionQueryHitType FCollisionQueryFilterCallback::PreFilterImp ( const FCollisionFilterData FilterData,
const FCollisionFilterData ShapeFilterData,
uint32  ComponentID,
const FBodyInstance BodyInstance 
)

Member Data Documentation

◆ bDiscardInitialOverlaps

bool FCollisionQueryFilterCallback::bDiscardInitialOverlaps

◆ bIgnoreBlocks

bool FCollisionQueryFilterCallback::bIgnoreBlocks

Whether to ignore blocks (convert an eBLOCK result to eNONE).

◆ bIgnoreTouches

bool FCollisionQueryFilterCallback::bIgnoreTouches

Whether to ignore touches (convert an eTOUCH result to eNONE).

◆ bIsOverlapQuery

bool FCollisionQueryFilterCallback::bIsOverlapQuery

Whether we are doing an overlap query. This is needed to ensure physx results are never blocking (even if they are in terms of unreal)

◆ bIsSweep

bool FCollisionQueryFilterCallback::bIsSweep

◆ IgnoreActors

const FilterIgnoreActorsArrayType& FCollisionQueryFilterCallback::IgnoreActors

List of ActorIds for this query to ignore

◆ IgnoreComponents

const FilterIgnoreComponentsArrayType& FCollisionQueryFilterCallback::IgnoreComponents

List of ComponentIds for this query to ignore

◆ PreFilterReturnValue

ECollisionQueryHitType FCollisionQueryFilterCallback::PreFilterReturnValue

Result of PreFilter callback.


The documentation for this class was generated from the following files: