UProjectileMovementComponent::HandleBlockingHit

Handle blocking hit during simulation update.

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MacOS
Linux

References

Module

Engine

Header

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

Include

#include "GameFramework/ProjectileMovementComponent.h"

Source

/Engine/Source/Runtime/Engine/Private/Components/ProjectileMovementComponent.cpp

Syntax

virtual EHandleBlockingHitResult HandleBlockingHit
(
    const FHitResult & Hit,
    float TimeTick,
    const FVector & MoveDelta,
    float & SubTickTimeRemaining
)

Remarks

Handle blocking hit during simulation update. Checks that simulation remains valid after collision. If simulating then calls HandleImpact(), and returns EHandleHitWallResult::Deflect by default to enable multi-bounce and sliding support through HandleDeflection(). If no longer simulating then returns EHandleHitWallResult::Abort, which aborts attempts at further simulation.

Returns

Result indicating how simulation should proceed.

Parameters

Parameter

Description

Hit

Blocking hit that occurred.

TimeTick

Time delta of last move that resulted in the blocking hit.

MoveDelta

Movement delta for the current sub-step.

SubTickTimeRemaining

How much time to continue simulating in the current sub-step, which may change as a result of this function. Initial default value is: TimeTick * (1.f - Hit.Time)

See Also

EHandleHitWallResult

HandleImpact()

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