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

#include <GameplayStaticsTypes.h>

Public Member Functions

 GENERATED_USTRUCT_BODY ()
 
 FPredictProjectilePathParams ()
 
 FPredictProjectilePathParams (float InProjectileRadius, FVector InStartLocation, FVector InLaunchVelocity, float InMaxSimTime)
 
 FPredictProjectilePathParams (float InProjectileRadius, FVector InStartLocation, FVector InLaunchVelocity, float InMaxSimTime, EObjectTypeQuery ObjectType, AActor *ActorToIgnore=nullptr)
 
 FPredictProjectilePathParams (float InProjectileRadius, FVector InStartLocation, FVector InLaunchVelocity, float InMaxSimTime, ECollisionChannel InTraceChannel, AActor *ActorToIgnore=nullptr)
 

Public Attributes

FVector StartLocation
 
FVector LaunchVelocity
 
bool bTraceWithCollision
 
float ProjectileRadius
 
float MaxSimTime
 
bool bTraceWithChannel
 
TEnumAsByte< ECollisionChannelTraceChannel
 
TArray< TEnumAsByte< EObjectTypeQuery > > ObjectTypes
 
TArray< TObjectPtr< AActor > > ActorsToIgnore
 
float SimFrequency
 
float OverrideGravityZ
 
TEnumAsByte< EDrawDebugTrace::TypeDrawDebugType
 
float DrawDebugTime
 
bool bTraceComplex
 

Constructor & Destructor Documentation

◆ FPredictProjectilePathParams() [1/4]

FPredictProjectilePathParams::FPredictProjectilePathParams ( )
inline

◆ FPredictProjectilePathParams() [2/4]

FPredictProjectilePathParams::FPredictProjectilePathParams ( float  InProjectileRadius,
FVector  InStartLocation,
FVector  InLaunchVelocity,
float  InMaxSimTime 
)
inline

◆ FPredictProjectilePathParams() [3/4]

FPredictProjectilePathParams::FPredictProjectilePathParams ( float  InProjectileRadius,
FVector  InStartLocation,
FVector  InLaunchVelocity,
float  InMaxSimTime,
EObjectTypeQuery  ObjectType,
AActor ActorToIgnore = nullptr 
)
inline

◆ FPredictProjectilePathParams() [4/4]

FPredictProjectilePathParams::FPredictProjectilePathParams ( float  InProjectileRadius,
FVector  InStartLocation,
FVector  InLaunchVelocity,
float  InMaxSimTime,
ECollisionChannel  InTraceChannel,
AActor ActorToIgnore = nullptr 
)
inline

Member Function Documentation

◆ GENERATED_USTRUCT_BODY()

FPredictProjectilePathParams::GENERATED_USTRUCT_BODY ( )

Member Data Documentation

◆ ActorsToIgnore

TArray<TObjectPtr<AActor> > FPredictProjectilePathParams::ActorsToIgnore

◆ bTraceComplex

bool FPredictProjectilePathParams::bTraceComplex

◆ bTraceWithChannel

bool FPredictProjectilePathParams::bTraceWithChannel

◆ bTraceWithCollision

bool FPredictProjectilePathParams::bTraceWithCollision

◆ DrawDebugTime

float FPredictProjectilePathParams::DrawDebugTime

◆ DrawDebugType

TEnumAsByte<EDrawDebugTrace::Type> FPredictProjectilePathParams::DrawDebugType

◆ LaunchVelocity

FVector FPredictProjectilePathParams::LaunchVelocity

◆ MaxSimTime

float FPredictProjectilePathParams::MaxSimTime

◆ ObjectTypes

TArray<TEnumAsByte<EObjectTypeQuery> > FPredictProjectilePathParams::ObjectTypes

◆ OverrideGravityZ

float FPredictProjectilePathParams::OverrideGravityZ

◆ ProjectileRadius

float FPredictProjectilePathParams::ProjectileRadius

◆ SimFrequency

float FPredictProjectilePathParams::SimFrequency

◆ StartLocation

FVector FPredictProjectilePathParams::StartLocation

◆ TraceChannel

TEnumAsByte<ECollisionChannel> FPredictProjectilePathParams::TraceChannel

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