UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
Chaos::Private::FGenericPhysicsInterface_Internal Struct Reference

#include <GenericPhysicsInterface.h>

Static Public Member Functions

static ENGINE_API bool SpherecastMulti (const UWorld *World, float QueryRadius, TArray< FHitResult > &OutHits, FVector Start, FVector End, ECollisionChannel TraceChannel, const FCollisionQueryParams &Params, const FCollisionResponseParams &ResponseParams, const FCollisionObjectQueryParams &ObjectParams=FCollisionObjectQueryParams::DefaultObjectQueryParam)
 
static ENGINE_API bool GeomSweepMulti (const UWorld *World, const FCollisionShape &InGeom, const FQuat &InGeomRot, TArray< FHitResult > &OutHits, const FVector &Start, const FVector &End, ECollisionChannel TraceChannel, const FCollisionQueryParams &Params, const FCollisionResponseParams &ResponseParams, const FCollisionObjectQueryParams &ObjectParams=FCollisionObjectQueryParams::DefaultObjectQueryParam)
 
static ENGINE_API bool RaycastMulti (const UWorld *World, TArray< FHitResult > &OutHits, const FVector &Start, const FVector &End, ECollisionChannel TraceChannel, const FCollisionQueryParams &Params, const FCollisionResponseParams &ResponseParams, const FCollisionObjectQueryParams &ObjectParams=FCollisionObjectQueryParams::DefaultObjectQueryParam)
 

Member Function Documentation

◆ GeomSweepMulti()

bool Chaos::Private::FGenericPhysicsInterface_Internal::GeomSweepMulti ( const UWorld World,
const FCollisionShape InGeom,
const FQuat InGeomRot,
TArray< FHitResult > &  OutHits,
const FVector Start,
const FVector End,
ECollisionChannel  TraceChannel,
const FCollisionQueryParams Params,
const FCollisionResponseParams ResponseParams,
const FCollisionObjectQueryParams ObjectParams = FCollisionObjectQueryParams::DefaultObjectQueryParam 
)
static

INTERNAL USE ONLY Physics thread shape sweep: Trace a FCollisionShape against the world and return touching hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that. Falls back to a raycast is the shape size is less than or equal to UE_KINDA_SMALL_NUMBER.

◆ RaycastMulti()

bool Chaos::Private::FGenericPhysicsInterface_Internal::RaycastMulti ( const UWorld World,
TArray< FHitResult > &  OutHits,
const FVector Start,
const FVector End,
ECollisionChannel  TraceChannel,
const FCollisionQueryParams Params,
const FCollisionResponseParams ResponseParams,
const FCollisionObjectQueryParams ObjectParams = FCollisionObjectQueryParams::DefaultObjectQueryParam 
)
static

INTERNAL USE ONLY Physics thread raycast query: Trace a ray against the world and return touching hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that.

◆ SpherecastMulti()

bool Chaos::Private::FGenericPhysicsInterface_Internal::SpherecastMulti ( const UWorld World,
float  QueryRadius,
TArray< FHitResult > &  OutHits,
FVector  Start,
FVector  End,
ECollisionChannel  TraceChannel,
const FCollisionQueryParams Params,
const FCollisionResponseParams ResponseParams,
const FCollisionObjectQueryParams ObjectParams = FCollisionObjectQueryParams::DefaultObjectQueryParam 
)
static

INTERNAL USE ONLY Physics thread sphere query: Trace a sphere against the world and return touching hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that. Falls back to a raycast is the query radius is less than or equal to zero.


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