FMagicLeapRaycastQueryParams

Parameters for a raycast request.

Windows
MacOS
Linux

References

Module

MagicLeap

Header

/Engine/Plugins/Lumin/MagicLeap/Source/MagicLeap/Public/RaycastComponent.h

Include

#include "RaycastComponent.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType),
        Meta=(HasNativeMake="MagicLeap.MagicLeapRaycastFunctionLibrary.MakeRaycastQueryParams"))
struct FMagicLeapRaycastQueryParams

Remarks

Parameters for a raycast request.

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

CollideWithUnobserved

If true, a ray will terminate when encountering an unobserved area and return a surface or the ray will continue until it ends or hits an observed surface.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FVector

 

Direction

Direction of the ray to fire.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

Height

The number of vertical rays. For single point raycast, set this to 1.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

HorizontalFovDegrees

The angular width, in degrees, over which the horizonal rays are evenly distributed to create a raycast area.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FVector

 

Position

Where the ray is cast from.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FVector

 

UpVector

Up vector of the ray to fire. This is used to orient the area the rays are cast over.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

int32

 

UserData

User data for this request. The same data will be included in the result for query identification.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

Width

The number of horizontal rays. For single point raycast, set this to 1.

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