UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FCollisionQueryParams Struct Reference

#include <CollisionQueryParams.h>

+ Inheritance diagram for FCollisionQueryParams:

Public Types

typedef TArray< uint32, TInlineAllocator< 8 > > IgnoreComponentsArrayType
 
typedef TArray< uint32, TInlineAllocator< 4 > > IgnoreSourceObjectsArrayType
 
typedef IgnoreSourceObjectsArrayType IgnoreActorsArrayType
 

Public Member Functions

ENGINE_API const IgnoreComponentsArrayTypeGetIgnoredComponents () const
 
const IgnoreActorsArrayTypeGetIgnoredActors () const
 
const IgnoreActorsArrayTypeGetIgnoredSourceObjects () const
 
void ClearIgnoredComponents ()
 
void ClearIgnoredActors ()
 
void ClearIgnoredSourceObjects ()
 
ENGINE_API void SetNumIgnoredComponents (int32 NewNum)
 
 FCollisionQueryParams ()
 
 FCollisionQueryParams (FName InTraceTag, bool bInTraceComplex=false, const AActor *InIgnoreActor=NULL)
 
ENGINE_API FCollisionQueryParams (FName InTraceTag, const TStatId &InStatId, bool bInTraceComplex=false, const AActor *InIgnoreActor=NULL)
 
ENGINE_API void AddIgnoredActor (const AActor *InIgnoreActor)
 
ENGINE_API void AddIgnoredActor (const uint32 InIgnoreActorID)
 
ENGINE_API void AddIgnoredSourceObject (const UObject *InIgnoreActor)
 
ENGINE_API void AddIgnoredSourceObject (const TWeakObjectPtr< const UObject > &InIgnoreObject)
 
ENGINE_API void AddIgnoredSourceObject (const FRemoteObjectReference &ObjectRef)
 
ENGINE_API void AddIgnoredSourceObject (const uint32 InIgnoreActorID)
 
ENGINE_API void AddIgnoredActors (const TArray< AActor * > &InIgnoreActors)
 
ENGINE_API void AddIgnoredActors (const TArray< const AActor * > &InIgnoreActors)
 
ENGINE_API void AddIgnoredActors (const TArray< TWeakObjectPtr< const AActor > > &InIgnoreActors)
 
ENGINE_API void AddIgnoredSourceObjects (const TArray< UObject * > &InIgnoreObjects)
 
ENGINE_API void AddIgnoredSourceObjects (const TArray< const UObject * > &InIgnoreObjects)
 
ENGINE_API void AddIgnoredSourceObjects (const TArray< TWeakObjectPtr< const UObject > > &InIgnoreObjects)
 
ENGINE_API void AddIgnoredComponent (const UPrimitiveComponent *InIgnoreComponent)
 
ENGINE_API void AddIgnoredComponent (const TWeakObjectPtr< UPrimitiveComponent > &InIgnoreComponent)
 
ENGINE_API void AddIgnoredComponent (const FRemoteObjectReference &InComponentRef)
 
ENGINE_API void AddIgnoredComponents (const TArray< UPrimitiveComponent * > &InIgnoreComponents)
 
ENGINE_API void AddIgnoredComponents (const TArray< TWeakObjectPtr< UPrimitiveComponent > > &InIgnoreComponents)
 
ENGINE_API void AddIgnoredComponent_LikelyDuplicatedRoot (const UPrimitiveComponent *InIgnoreComponent)
 
UE_INTERNAL ENGINE_API void Internal_AddIgnoredComponent (const uint32 ComponentID)
 
FString ToString () const
 

Static Public Member Functions

static TStatId GetUnknownStatId ()
 

Public Attributes

FName TraceTag
 
FName OwnerTag
 
bool bTraceComplex
 
bool bFindInitialOverlaps
 
bool bReturnFaceIndex
 
bool bReturnPhysicalMaterial
 
bool bIgnoreBlocks
 
bool bIgnoreTouches
 
bool bSkipNarrowPhase
 
bool bTraceIntoSubComponents
 
bool bReplaceHitWithSubComponents
 
EQueryMobilityType MobilityType
 
FMaskFilter IgnoreMask
 
TStatId StatId
 
bool bDebugQuery
 

Static Public Attributes

static ENGINE_API FCollisionQueryParams DefaultQueryParam
 

Detailed Description

Structure that defines parameters passed into collision function

Member Typedef Documentation

◆ IgnoreActorsArrayType

◆ IgnoreComponentsArrayType

◆ IgnoreSourceObjectsArrayType

Constructor & Destructor Documentation

◆ FCollisionQueryParams() [1/3]

FCollisionQueryParams::FCollisionQueryParams ( )
inline

◆ FCollisionQueryParams() [2/3]

FCollisionQueryParams::FCollisionQueryParams ( FName  InTraceTag,
bool  bInTraceComplex = false,
const AActor InIgnoreActor = NULL 
)
inline

◆ FCollisionQueryParams() [3/3]

FCollisionQueryParams::FCollisionQueryParams ( FName  InTraceTag,
const TStatId InStatId,
bool  bInTraceComplex = false,
const AActor InIgnoreActor = NULL 
)

Member Function Documentation

◆ AddIgnoredActor() [1/2]

void FCollisionQueryParams::AddIgnoredActor ( const AActor InIgnoreActor)

Add an actor for this trace to ignore. Equivalent to calling AddIgnoredSourceObject.

◆ AddIgnoredActor() [2/2]

void FCollisionQueryParams::AddIgnoredActor ( const uint32  InIgnoreActorID)

Add an actor by ID for this trace to ignore. Equivalent to calling AddIgnoredSourceObject.

◆ AddIgnoredActors() [1/3]

void FCollisionQueryParams::AddIgnoredActors ( const TArray< AActor * > &  InIgnoreActors)

Add a collection of actors for this trace to ignore. Equivalent to calling AddIgnoredSourceObjects

◆ AddIgnoredActors() [2/3]

void FCollisionQueryParams::AddIgnoredActors ( const TArray< const AActor * > &  InIgnoreActors)

◆ AddIgnoredActors() [3/3]

void FCollisionQueryParams::AddIgnoredActors ( const TArray< TWeakObjectPtr< const AActor > > &  InIgnoreActors)

◆ AddIgnoredComponent() [1/3]

void FCollisionQueryParams::AddIgnoredComponent ( const FRemoteObjectReference InComponentRef)

◆ AddIgnoredComponent() [2/3]

void FCollisionQueryParams::AddIgnoredComponent ( const TWeakObjectPtr< UPrimitiveComponent > &  InIgnoreComponent)

◆ AddIgnoredComponent() [3/3]

void FCollisionQueryParams::AddIgnoredComponent ( const UPrimitiveComponent *  InIgnoreComponent)

Add a component for this trace to ignore

◆ AddIgnoredComponent_LikelyDuplicatedRoot()

void FCollisionQueryParams::AddIgnoredComponent_LikelyDuplicatedRoot ( const UPrimitiveComponent *  InIgnoreComponent)

Special variant that hints that we are likely adding a duplicate of the root component or first ignored component. Helps avoid invalidating the potential uniquess of the IgnoreComponents array.

◆ AddIgnoredComponents() [1/2]

void FCollisionQueryParams::AddIgnoredComponents ( const TArray< TWeakObjectPtr< UPrimitiveComponent > > &  InIgnoreComponents)

Variant that uses an array of TWeakObjectPtrs

◆ AddIgnoredComponents() [2/2]

void FCollisionQueryParams::AddIgnoredComponents ( const TArray< UPrimitiveComponent * > &  InIgnoreComponents)

Add a collection of components for this trace to ignore

◆ AddIgnoredSourceObject() [1/4]

void FCollisionQueryParams::AddIgnoredSourceObject ( const FRemoteObjectReference ObjectRef)

◆ AddIgnoredSourceObject() [2/4]

void FCollisionQueryParams::AddIgnoredSourceObject ( const TWeakObjectPtr< const UObject > &  InIgnoreObject)

◆ AddIgnoredSourceObject() [3/4]

void FCollisionQueryParams::AddIgnoredSourceObject ( const uint32  InIgnoreActorID)

Add a source object for this trace to ignore

◆ AddIgnoredSourceObject() [4/4]

void FCollisionQueryParams::AddIgnoredSourceObject ( const UObject InIgnoreActor)

Add a source object for this trace to ignore

◆ AddIgnoredSourceObjects() [1/3]

void FCollisionQueryParams::AddIgnoredSourceObjects ( const TArray< const UObject * > &  InIgnoreObjects)

◆ AddIgnoredSourceObjects() [2/3]

void FCollisionQueryParams::AddIgnoredSourceObjects ( const TArray< TWeakObjectPtr< const UObject > > &  InIgnoreObjects)

◆ AddIgnoredSourceObjects() [3/3]

void FCollisionQueryParams::AddIgnoredSourceObjects ( const TArray< UObject * > &  InIgnoreObjects)

Add a collection of source objects for this trace to ignore

◆ ClearIgnoredActors()

void FCollisionQueryParams::ClearIgnoredActors ( )
inline

Clears the set of actors to ignore during the trace.

◆ ClearIgnoredComponents()

void FCollisionQueryParams::ClearIgnoredComponents ( )
inline

Clears the set of components to ignore during the trace.

◆ ClearIgnoredSourceObjects()

void FCollisionQueryParams::ClearIgnoredSourceObjects ( )
inline

Clears the set of source objects (such as actors) to ignore during the trace.

◆ GetIgnoredActors()

const IgnoreActorsArrayType & FCollisionQueryParams::GetIgnoredActors ( ) const
inline

Returns set of source objects (including actors) to ignore during the trace. Note that elements are NOT guaranteed to be unique. This is less important for actors since it's less likely that duplicates are added.

◆ GetIgnoredComponents()

const FCollisionQueryParams::IgnoreComponentsArrayType & FCollisionQueryParams::GetIgnoredComponents ( ) const

Returns set of unique components to ignore during the trace. Elements are guaranteed to be unique (they are made so internally if they are not already).

◆ GetIgnoredSourceObjects()

const IgnoreActorsArrayType & FCollisionQueryParams::GetIgnoredSourceObjects ( ) const
inline

Returns the set of source objects (such as actors) to ignore during the trace. Note that elements are NOT guaranteed to be unique. This is less important for source objects than components since it's less likely that duplicates are added.

◆ GetUnknownStatId()

static TStatId FCollisionQueryParams::GetUnknownStatId ( )
inlinestatic

◆ Internal_AddIgnoredComponent()

void FCollisionQueryParams::Internal_AddIgnoredComponent ( const uint32  ComponentID)

Add a component (by id) for this trace to ignore. Internal method meant for copying data in/out

◆ SetNumIgnoredComponents()

void FCollisionQueryParams::SetNumIgnoredComponents ( int32  NewNum)

Set the number of ignored components in the list. Uniqueness is not changed, it operates on the current state (unique or not). Useful for temporarily adding some, then restoring to a previous size. NewNum must be <= number of current components for there to be any effect.

◆ ToString()

FString FCollisionQueryParams::ToString ( ) const
inline

Member Data Documentation

◆ bDebugQuery

bool FCollisionQueryParams::bDebugQuery

◆ bFindInitialOverlaps

bool FCollisionQueryParams::bFindInitialOverlaps

Whether we want to find out initial overlap or not. If true, it will return if this was initial overlap.

◆ bIgnoreBlocks

bool FCollisionQueryParams::bIgnoreBlocks

Whether to ignore blocking results.

◆ bIgnoreTouches

bool FCollisionQueryParams::bIgnoreTouches

Whether to ignore touch/overlap results.

◆ bReplaceHitWithSubComponents

bool FCollisionQueryParams::bReplaceHitWithSubComponents

If bTraceIntoSubComponents is true, whether to replace the hit of the cluster union with its children instead.

◆ bReturnFaceIndex

bool FCollisionQueryParams::bReturnFaceIndex

Whether we want to return the triangle face index for complex static mesh traces

◆ bReturnPhysicalMaterial

bool FCollisionQueryParams::bReturnPhysicalMaterial

Whether we want to include the physical material in the results.

◆ bSkipNarrowPhase

bool FCollisionQueryParams::bSkipNarrowPhase

Whether to skip narrow phase checks (only for overlaps).

◆ bTraceComplex

bool FCollisionQueryParams::bTraceComplex

Whether we should trace against complex collision

◆ bTraceIntoSubComponents

bool FCollisionQueryParams::bTraceIntoSubComponents

Whether to ignore traces to the cluster union and trace against its children instead.

◆ DefaultQueryParam

FCollisionQueryParams FCollisionQueryParams::DefaultQueryParam
static

static variable for default data to be used without reconstructing everytime

◆ IgnoreMask

FMaskFilter FCollisionQueryParams::IgnoreMask

Extra filtering done on the query. See declaration for filtering logic

◆ MobilityType

EQueryMobilityType FCollisionQueryParams::MobilityType

Filters query by mobility types (static vs stationary/movable)

◆ OwnerTag

FName FCollisionQueryParams::OwnerTag

Tag used to indicate an owner for this trace

◆ StatId

TStatId FCollisionQueryParams::StatId

StatId used for profiling individual expensive scene queries

◆ TraceTag

FName FCollisionQueryParams::TraceTag

Tag used to provide extra information or filtering for debugging of the trace (e.g. Collision Analyzer)


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