UKismetSystemLibrary::SphereTraceMultiByProfile

Sweep a sphere against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that

Windows
MacOS
Linux

References

Module

Engine

Header

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

Include

#include "Kismet/KismetSystemLibrary.h"

Source

/Engine/Source/Runtime/Engine/Private/KismetSystemLibrary.cpp

Syntax

static bool SphereTraceMultiByProfile
(
    UObject * WorldContextObject,
    const FVector Start,
    const FVector End,
    float Radius,
    FName ProfileName,
    bool bTraceComplex,
    const TArray< AActor * > & ActorsToIgnore,
    EDrawDebugTrace::Type DrawDebugType,
    TArray< FHitResult > & OutHits,
    bool bIgnoreSelf,
    FLinearColor TraceColor,
    FLinearColor TraceHitColor,
    float DrawTime
)

Remarks

Sweep a sphere against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that

Returns

True if there was a blocking hit, false otherwise.

Parameters

Parameter

Description

WorldContext

World context

Start

Start of line segment.

End

End of line segment.

Radius

Radius of the sphere to sweep

ProfileName

The 'profile' used to determine which components to hit

bTraceComplex

True to test against complex collision, false to test against simplified collision.

OutHits

A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.

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