Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Components/PrimitiveComponent.h |
Include |
#include "Components/PrimitiveComponent.h" |
bool ComponentOverlapMulti
(
TArray< struct FOverlapResult > & OutOverlaps,
const class UWorld * InWorld,
const FVector & Pos,
const FQuat & Rot,
ECollisionChannel TestChannel,
const struct FComponentQueryParams & Params,
const struct FCollisionObjectQueryParams & ObjectQueryParams
) const
Test the collision of the supplied component at the supplied location/rotation, and determine the set of components that it overlaps.
This overload taking rotation as a FQuat is slightly faster than the version using FRotator.
This simply calls the virtual ComponentOverlapMultiImpl() which can be overridden to implement custom behavior.
true if OutOverlaps contains any blocking results
Parameter |
Description |
---|---|
OutOverlaps |
Array of overlaps found between this component in specified pose and the world |
World |
World to use for overlap test |
Pos |
Location of component's geometry for the test against the world |
Rot |
Rotation of component's geometry for the test against the world |
TestChannel |
The 'channel' that this ray is in, used to determine which components to hit |
ObjectQueryParams |
List of object types it's looking for. When this enters, we do object query with component shape |