Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Engine/World.h |
Include |
#include "Engine/World.h" |
Source |
/Engine/Source/Runtime/Engine/Private/Collision/WorldCollision.cpp |
bool ComponentOverlapMulti
(
TArray< struct FOverlapResult > & OutOverlaps,
const class UPrimitiveComponent * PrimComp,
const FVector & Pos,
const FQuat & Rot,
const FComponentQueryParams & Params,
const FCollisionObjectQueryParams & ObjectQueryParams
) const
Test the collision of the supplied component at the supplied location/rotation using object types, and determine the set of components that it overlaps @note The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat)..
TRUE if any hit is found
Parameter |
Description |
---|---|
OutOverlaps |
Array of overlaps found between component in specified pose and the world |
PrimComp |
Component's geometry to test against the world. Transform of this component is ignored |
Pos |
Location of PrimComp geometry for test against the world |
Rot |
Rotation of PrimComp geometry for test against the world |
ObjectQueryParams |
List of object types it's looking for. When this enters, we do object query with component shape |