Sweep a box 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
Target is Kismet System Library
|
In
Exec
|
|
|
Start
Vector
|
Start of line segment. |
|
End
Vector
|
End of line segment. |
|
Half Size
Vector
|
Distance from the center of box along each axis |
|
Orientation
Rotator
|
Orientation of the box |
|
Profile Name
Name
|
The 'profile' used to determine which components to hit |
|
Trace Complex
Boolean
|
True to test against complex collision, false to test against simplified collision. |
|
Actors to Ignore
Array of Actor Object References
|
|
|
Draw Debug Type
EDrawDebugTrace Enum
|
|
|
Ignore Self
Boolean
|
|
|
Trace Color
Linear Color Structure
|
|
|
Trace Hit Color
Linear Color Structure
|
|
|
Draw Time
Float
|
|
Out
Exec
|
|
|
Out Hits
Array of Hit Result Structures
|
A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one. |
|
Return Value
Boolean
|
True if there was a blocking hit, false otherwise. |