Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/ProjectileMovementComponent.h |
Include |
#include "GameFramework/ProjectileMovementComponent.h" |
Source |
/Engine/Source/Runtime/Engine/Private/Components/ProjectileMovementComponent.cpp |
virtual EHandleBlockingHitResult HandleBlockingHit
(
const FHitResult & Hit,
float TimeTick,
const FVector & MoveDelta,
float & SubTickTimeRemaining
)
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.
Result indicating how simulation should proceed.
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) |
EHandleHitWallResult