#include <CollisionQueryFilterCallback.h>
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| | FCollisionQueryFilterCallback (const FCollisionQueryParams &InQueryParams, bool bInIsSweep) |
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| | ~FCollisionQueryFilterCallback () |
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| ECollisionQueryHitType | PreFilterImp (const FCollisionFilterData &FilterData, const FCollisionFilterData &ShapeFilterData, uint32 ComponentID, const FBodyInstance *BodyInstance) |
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| ECollisionQueryHitType | PostFilterImp (const FCollisionFilterData &FilterData, bool bIsOverlap) |
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| ECollisionQueryHitType | PreFilterImp (const FCollisionFilterData &FilterData, const Chaos::FPerShapeData &Shape, const Chaos::FGeometryParticle &Actor) |
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| ECollisionQueryHitType | PreFilterImp (const FCollisionFilterData &FilterData, const Chaos::FPerShapeData &Shape, const Chaos::FGeometryParticleHandle &Actor) |
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| ECollisionQueryHitType | PostFilterImp (const FCollisionFilterData &FilterData, const ChaosInterface::FQueryHit &Hit) |
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| ECollisionQueryHitType | PostFilterImp (const FCollisionFilterData &FilterData, const ChaosInterface::FPTQueryHit &Hit) |
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| virtual ECollisionQueryHitType | PostFilter (const FCollisionFilterData &FilterData, const ChaosInterface::FQueryHit &Hit) override |
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| virtual ECollisionQueryHitType | PostFilter (const FCollisionFilterData &FilterData, const ChaosInterface::FPTQueryHit &Hit) override |
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| virtual ECollisionQueryHitType | PreFilter (const FCollisionFilterData &FilterData, const Chaos::FPerShapeData &Shape, const Chaos::FGeometryParticle &Actor) override |
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| virtual ECollisionQueryHitType | PreFilter (const FCollisionFilterData &FilterData, const Chaos::FPerShapeData &Shape, const Chaos::FGeometryParticleHandle &Actor) override |
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| virtual | ~ICollisionQueryFilterCallbackBase () |
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◆ FCollisionQueryFilterCallback()
| FCollisionQueryFilterCallback::FCollisionQueryFilterCallback |
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const FCollisionQueryParams & |
InQueryParams, |
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bool |
bInIsSweep |
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) |
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inline |
◆ ~FCollisionQueryFilterCallback()
| FCollisionQueryFilterCallback::~FCollisionQueryFilterCallback |
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inline |
◆ CalcQueryHitType()
◆ PostFilter() [1/2]
◆ PostFilter() [2/2]
◆ PostFilterImp() [1/3]
◆ PostFilterImp() [2/3]
◆ PostFilterImp() [3/3]
◆ PreFilter() [1/2]
◆ PreFilter() [2/2]
◆ PreFilterImp() [1/3]
◆ PreFilterImp() [2/3]
◆ PreFilterImp() [3/3]
◆ 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
List of ActorIds for this query to ignore
◆ IgnoreComponents
List of ComponentIds for this query to ignore
◆ PreFilterReturnValue
Result of PreFilter callback.
The documentation for this class was generated from the following files: