#include <GenericPhysicsInterface.h>
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| 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) |
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| 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) |
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| 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) |
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◆ GeomSweepMulti()
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()
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()
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: