AActor::GetComponentsCollisionResponseToChannel

Get Collision Response to the passed in Channel for all components It returns Max of state - i.e. if Component A overlaps, but if Component B blocks, it will return block as response if Component A ignores, but if Component B overlaps, it will return overlap

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h

Include

#include "GameFramework/Actor.h"

Source

/Engine/Source/Runtime/Engine/Private/Actor.cpp

Syntax

virtual ECollisionResponse GetComponentsCollisionResponseToChannel
(
    ECollisionChannel Channel
) const

Remarks

Get Collision Response to the passed in Channel for all components It returns Max of state - i.e. if Component A overlaps, but if Component B blocks, it will return block as response if Component A ignores, but if Component B overlaps, it will return overlap

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss