UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FEQSHelpers Namespace Reference

Classes

struct  FBatchTrace
 

Enumerations

enum class  ETraceMode : uint8 { Keep , Discard }
 

Functions

AIMODULE_API const ANavigationDataFindNavigationDataForQuery (FEnvQueryInstance &QueryInstance)
 
AIMODULE_API void RunNavRaycasts (const ANavigationData &NavData, const UObject &Querier, const FEnvTraceData &TraceData, const FVector &SourcePt, TArray< FNavLocation > &Points, const ETraceMode TraceMode=ETraceMode::Keep)
 
AIMODULE_API void RunNavProjection (const ANavigationData &NavData, const UObject &Querier, const FEnvTraceData &TraceData, TArray< FNavLocation > &Points, const ETraceMode TraceMode=ETraceMode::Discard)
 
AIMODULE_API void RunPhysRaycasts (UWorld *World, const FEnvTraceData &TraceData, const FVector &SourcePt, TArray< FNavLocation > &Points, const TArray< AActor * > &IgnoredActors, const ETraceMode TraceMode=ETraceMode::Keep)
 
AIMODULE_API void RunPhysProjection (UWorld *World, const FEnvTraceData &TraceData, TArray< FNavLocation > &Points, const ETraceMode TraceMode=ETraceMode::Discard)
 
AIMODULE_API void RunPhysProjection (UWorld *World, const FEnvTraceData &TraceData, TArray< FNavLocation > &Points, TArray< uint8 > &TraceHits)
 
AIMODULE_API void RunRaycastsOnNavHitOnlyWalls (const ANavigationData &NavData, const UObject &Querier, const FEnvTraceData &TraceData, const FVector &SourcePt, TArray< FNavLocation > &Points, const TArray< AActor * > &IgnoredActors, const ETraceMode TraceMode=ETraceMode::Keep)
 
void RunNavRaycasts (const ANavigationData &NavData, const FEnvTraceData &TraceData, const FVector &SourcePt, TArray< FNavLocation > &Points, ETraceMode TraceMode=ETraceMode::Keep)
 
void RunNavProjection (const ANavigationData &NavData, const FEnvTraceData &TraceData, TArray< FNavLocation > &Points, ETraceMode TraceMode=ETraceMode::Discard)
 

Enumeration Type Documentation

◆ ETraceMode

Enumerator
Keep 
Discard 

Function Documentation

◆ FindNavigationDataForQuery()

const ANavigationData * FEQSHelpers::FindNavigationDataForQuery ( FEnvQueryInstance QueryInstance)

◆ RunNavProjection() [1/2]

void FEQSHelpers::RunNavProjection ( const ANavigationData NavData,
const FEnvTraceData TraceData,
TArray< FNavLocation > &  Points,
ETraceMode  TraceMode = ETraceMode::Discard 
)

◆ RunNavProjection() [2/2]

void FEQSHelpers::RunNavProjection ( const ANavigationData NavData,
const UObject Querier,
const FEnvTraceData TraceData,
TArray< FNavLocation > &  Points,
const ETraceMode  TraceMode = ETraceMode::Discard 
)

◆ RunNavRaycasts() [1/2]

void FEQSHelpers::RunNavRaycasts ( const ANavigationData NavData,
const FEnvTraceData TraceData,
const FVector SourcePt,
TArray< FNavLocation > &  Points,
ETraceMode  TraceMode = ETraceMode::Keep 
)

◆ RunNavRaycasts() [2/2]

void FEQSHelpers::RunNavRaycasts ( const ANavigationData NavData,
const UObject Querier,
const FEnvTraceData TraceData,
const FVector SourcePt,
TArray< FNavLocation > &  Points,
const ETraceMode  TraceMode = ETraceMode::Keep 
)

◆ RunPhysProjection() [1/2]

void FEQSHelpers::RunPhysProjection ( UWorld World,
const FEnvTraceData TraceData,
TArray< FNavLocation > &  Points,
const ETraceMode  TraceMode = ETraceMode::Discard 
)

◆ RunPhysProjection() [2/2]

void FEQSHelpers::RunPhysProjection ( UWorld World,
const FEnvTraceData TraceData,
TArray< FNavLocation > &  Points,
TArray< uint8 > &  TraceHits 
)

◆ RunPhysRaycasts()

void FEQSHelpers::RunPhysRaycasts ( UWorld World,
const FEnvTraceData TraceData,
const FVector SourcePt,
TArray< FNavLocation > &  Points,
const TArray< AActor * > &  IgnoredActors,
const ETraceMode  TraceMode = ETraceMode::Keep 
)

◆ RunRaycastsOnNavHitOnlyWalls()

void FEQSHelpers::RunRaycastsOnNavHitOnlyWalls ( const ANavigationData NavData,
const UObject Querier,
const FEnvTraceData TraceData,
const FVector SourcePt,
TArray< FNavLocation > &  Points,
const TArray< AActor * > &  IgnoredActors,
const ETraceMode  TraceMode = ETraceMode::Keep 
)

Does initial raycast on navmesh, just like, RunNavRaycasts but once it hits navmesh edge it does a geometry trace to determine whether it hit a wall or a ledge (empty space).