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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <CollisionQueryParams.h>
Inheritance diagram for FCollisionQueryParams:Static Public Member Functions | |
| static TStatId | GetUnknownStatId () |
Static Public Attributes | |
| static ENGINE_API FCollisionQueryParams | DefaultQueryParam |
Structure that defines parameters passed into collision function
TArray typedef of components to ignore.
TArray typedef of actors to ignore.
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| FCollisionQueryParams::FCollisionQueryParams | ( | FName | InTraceTag, |
| const TStatId & | InStatId, | ||
| bool | bInTraceComplex = false, |
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| const AActor * | InIgnoreActor = NULL |
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Add an actor for this trace to ignore. Equivalent to calling AddIgnoredSourceObject.
Add an actor by ID for this trace to ignore. Equivalent to calling AddIgnoredSourceObject.
Add a collection of actors for this trace to ignore. Equivalent to calling AddIgnoredSourceObjects
| void FCollisionQueryParams::AddIgnoredActors | ( | const TArray< TWeakObjectPtr< const AActor > > & | InIgnoreActors | ) |
| void FCollisionQueryParams::AddIgnoredComponent | ( | const FRemoteObjectReference & | InComponentRef | ) |
| void FCollisionQueryParams::AddIgnoredComponent | ( | const TWeakObjectPtr< UPrimitiveComponent > & | InIgnoreComponent | ) |
| void FCollisionQueryParams::AddIgnoredComponent | ( | const UPrimitiveComponent * | InIgnoreComponent | ) |
Add a component for this trace to ignore
| 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.
| void FCollisionQueryParams::AddIgnoredComponents | ( | const TArray< TWeakObjectPtr< UPrimitiveComponent > > & | InIgnoreComponents | ) |
Variant that uses an array of TWeakObjectPtrs
| void FCollisionQueryParams::AddIgnoredComponents | ( | const TArray< UPrimitiveComponent * > & | InIgnoreComponents | ) |
Add a collection of components for this trace to ignore
| void FCollisionQueryParams::AddIgnoredSourceObject | ( | const FRemoteObjectReference & | ObjectRef | ) |
| void FCollisionQueryParams::AddIgnoredSourceObject | ( | const TWeakObjectPtr< const UObject > & | InIgnoreObject | ) |
Add a source object for this trace to ignore
Add a source object for this trace to ignore
| void FCollisionQueryParams::AddIgnoredSourceObjects | ( | const TArray< const UObject * > & | InIgnoreObjects | ) |
| void FCollisionQueryParams::AddIgnoredSourceObjects | ( | const TArray< TWeakObjectPtr< const UObject > > & | InIgnoreObjects | ) |
Add a collection of source objects for this trace to ignore
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Clears the set of actors to ignore during the trace.
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Clears the set of components to ignore during the trace.
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Clears the set of source objects (such as actors) to ignore during the trace.
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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.
| 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).
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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.
Add a component (by id) for this trace to ignore. Internal method meant for copying data in/out
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.
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| bool FCollisionQueryParams::bDebugQuery |
| bool FCollisionQueryParams::bFindInitialOverlaps |
Whether we want to find out initial overlap or not. If true, it will return if this was initial overlap.
| bool FCollisionQueryParams::bIgnoreBlocks |
Whether to ignore blocking results.
| bool FCollisionQueryParams::bIgnoreTouches |
Whether to ignore touch/overlap results.
| bool FCollisionQueryParams::bReplaceHitWithSubComponents |
If bTraceIntoSubComponents is true, whether to replace the hit of the cluster union with its children instead.
| bool FCollisionQueryParams::bReturnFaceIndex |
Whether we want to return the triangle face index for complex static mesh traces
| bool FCollisionQueryParams::bReturnPhysicalMaterial |
Whether we want to include the physical material in the results.
| bool FCollisionQueryParams::bSkipNarrowPhase |
Whether to skip narrow phase checks (only for overlaps).
| bool FCollisionQueryParams::bTraceComplex |
Whether we should trace against complex collision
| bool FCollisionQueryParams::bTraceIntoSubComponents |
Whether to ignore traces to the cluster union and trace against its children instead.
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static variable for default data to be used without reconstructing everytime
| FMaskFilter FCollisionQueryParams::IgnoreMask |
Extra filtering done on the query. See declaration for filtering logic
| EQueryMobilityType FCollisionQueryParams::MobilityType |
Filters query by mobility types (static vs stationary/movable)
| FName FCollisionQueryParams::OwnerTag |
Tag used to indicate an owner for this trace
| TStatId FCollisionQueryParams::StatId |
StatId used for profiling individual expensive scene queries
| FName FCollisionQueryParams::TraceTag |
Tag used to provide extra information or filtering for debugging of the trace (e.g. Collision Analyzer)