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

#include <InputState.h>

Public Member Functions

void SetHitObject (UObject *InHitObject)
 
 FInputRayHit ()
 
 FInputRayHit (double HitDepthIn)
 
 FInputRayHit (double HitDepthIn, const FVector &HitNormalIn)
 

Public Attributes

bool bHit
 
double HitDepth
 
FVector HitNormal
 
bool bHasHitNormal
 
int32 HitIdentifier
 
voidHitOwner
 
TWeakObjectPtr< UObjectHitObject
 

Constructor & Destructor Documentation

◆ FInputRayHit() [1/3]

FInputRayHit::FInputRayHit ( )
inline

◆ FInputRayHit() [2/3]

FInputRayHit::FInputRayHit ( double  HitDepthIn)
inlineexplicit

◆ FInputRayHit() [3/3]

FInputRayHit::FInputRayHit ( double  HitDepthIn,
const FVector HitNormalIn 
)
inlineexplicit

Member Function Documentation

◆ SetHitObject()

void FInputRayHit::SetHitObject ( UObject InHitObject)
inline

Set hit object, will also set hit owner to the same value

Member Data Documentation

◆ bHasHitNormal

bool FInputRayHit::bHasHitNormal

True if HitNormal was set

◆ bHit

bool FInputRayHit::bHit

true if ray hit something, false otherwise

◆ HitDepth

double FInputRayHit::HitDepth

distance along ray at which intersection occurred

◆ HitIdentifier

int32 FInputRayHit::HitIdentifier

Client-defined integer identifier for hit object/element/target/etc

◆ HitNormal

FVector FInputRayHit::HitNormal

Normal at hit point, if available

◆ HitObject

TWeakObjectPtr<UObject> FInputRayHit::HitObject

Client-defined pointer for UObject-derived hit owners.
HitOwner and HitObject should be set to the same pointer if the HitOwner derives from UObject.

◆ HitOwner

void* FInputRayHit::HitOwner

Client-defined pointer for hit object/element/target/etc. HitOwner and HitObject should be set to the same pointer if the HitOwner derives from UObject.


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