Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Engine/World.h |
Include |
#include "Engine/World.h" |
Source |
/Engine/Source/Runtime/Engine/Private/Collision/WorldCollision.cpp |
bool ComponentOverlapMulti
(
TArray< struct FOverlapResult > & OutOverlaps,
const class UPrimitiveComponent * PrimComp,
const FVector & Pos,
const FQuat & Rot,
const FComponentQueryParams & Params,
const FCollisionObjectQueryParams & ObjectQueryParams
) const
Test the collision of the supplied component at the supplied location/rotation using object types, and determine the set of components that it overlaps
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat)..
TRUE if any hit is found
Parameter |
Description |
---|---|
OutOverlaps |
Array of overlaps found between component in specified pose and the world |
PrimComp |
Component's geometry to test against the world. Transform of this component is ignored |
Pos |
Location of PrimComp geometry for test against the world |
Rot |
Rotation of PrimComp geometry for test against the world |
ObjectQueryParams |
List of object types it's looking for. When this enters, we do object query with component shape |