FBodyInstance::OverlapMulti

Determines the set of components that this body instance would overlap with at the supplied location/rotation

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MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/PhysicsEngine/BodyInstance.h

Include

#include "PhysicsEngine/BodyInstance.h"

Syntax

bool OverlapMulti
(
    TArray< struct FOverlapResult > & InOutOverlaps,
    const class UWorld * World,
    const FTransform * pWorldToComponent,
    const FVector & Pos,
    const FRotator & Rot,
    ECollisionChannel TestChannel,
    const struct FComponentQueryParams & Params,
    const struct FCollisionResponseParams & ResponseParams,
    const FCollisionObjectQueryParams & ObjectQueryParams
) const

Remarks

Determines the set of components that this body instance would overlap with at the supplied location/rotation

The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat)..

Returns

TRUE if OutOverlaps contains any blocking results

Parameters

Parameter

Description

InOutOverlaps

Array of overlaps found between this component in specified pose and the world (new overlaps will be appended, the array is not cleared!)

World

World to use for overlap test

pWorldToComponent

Used to convert the body instance world space position into local space before teleporting it to (Pos, Rot) [optional, use when the body instance isn't centered on the component instance]

Pos

Location to place the component's geometry at to test against the world

Rot

Rotation to place components' geometry at to test against the world

TestChannel

The 'channel' that this ray is in, used to determine which components to hit

Params

ResponseParams

ObjectQueryParams

List of object types it's looking for. When this enters, we do object query with component shape

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