FPredictProjectilePathParams

Input parameters to PredictProjectilePath functions.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStaticsTypes.h

Include

#include "Kismet/GameplayStaticsTypes.h"

Syntax

struct FPredictProjectilePathParams

Remarks

Input parameters to PredictProjectilePath functions.

Variables

Name Description

Public variable

TArray< AActor ...

 

ActorsToIgnore

Actors to ignore when tracing with collision.

Public variable

bool

 

bTraceComplex

Trace against complex collision (triangles rather than simple primitives) if tracing with collision.

Public variable

bool

 

bTraceWithChannel

Whether or not to use TraceChannel, if tracing with collision.

Public variable

bool

 

bTraceWithCollision

Whether to trace along the path looking for blocking collision and stopping at the first hit.

Public variable

float

 

DrawDebugTime

Duration of debug lines (only relevant for DrawDebugType::Duration)

Public variable

TEnumAsByte< ED...

 

DrawDebugType

Debug drawing duration option.

Public variable

FVector

 

LaunchVelocity

Initial launch velocity at the start of the trace.

Public variable

float

 

MaxSimTime

Maximum simulation time for the virtual projectile.

Public variable

TArray< TEnumAs...

 

ObjectTypes

Object type to use, if tracing with collision.

Public variable

float

 

OverrideGravityZ

Optional override of Gravity (if 0, uses WorldGravityZ).

Public variable

float

 

ProjectileRadius

Projectile radius, used when tracing for collision. If <= 0, a line trace is used instead.

Public variable

float

 

SimFrequency

Determines size of each sub-step in the simulation (chopping up MaxSimTime). Recommended between 10 to 30 depending on desired quality versus performance.

Public variable

FVector

 

StartLocation

Location of the start of the trace.

Public variable

TEnumAsByte< EC...

 

TraceChannel

Trace channel to use, if tracing with collision.

Constructors

Name Description

Public function

FPredictProjectilePathParams()

Empty constructor. You typically want to use another one that enforces thought about reasonable values for the most important parameters.

Public function

FPredictProjectilePathParams

(
    float InProjectileRadius,
    FVector InStartLocation,
    FVector InLaunchVelocity,
    float InMaxSimTime
)

Constructor defaulting to no collision.

Public function

FPredictProjectilePathParams

(
    float InProjectileRadius,
    FVector InStartLocation,
    FVector InLaunchVelocity,
    float InMaxSimTime,
    EObjectTypeQuery ObjectType,
    AActor* ActorToIgnore
)

Constructor to use collision with an ObjectType. Additional types can be added to the array. TraceWithCollision is set to true automatically.

Public function

FPredictProjectilePathParams

(
    float InProjectileRadius,
    FVector InStartLocation,
    FVector InLaunchVelocity,
    float InMaxSimTime,
    ECollisionChannel InTraceChannel,
    AActor* ActorToIgnore
)

Constructor to use collision with a trace channel. TraceWithCollision is set to true automatically.

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