UWorld::SweepMultiByChannel

Sweep a shape against the world and return all initial overlaps using a specific channel (including blocking) if requested, 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/Engine/World.h

Include

#include "Engine/World.h"

Source

/Engine/Source/Runtime/Engine/Private/Collision/WorldCollision.cpp

Syntax

bool SweepMultiByChannel
(
    TArray< struct FHitResult > & OutHits,
    const FVector & Start,
    const FVector & End,
    const FQuat & Rot,
    ECollisionChannel TraceChannel,
    const FCollisionShape & CollisionShape,
    const FCollisionQueryParams & Params,
    const FCollisionResponseParams & ResponseParam
) const

Remarks

Sweep a shape against the world and return all initial overlaps using a specific channel (including blocking) if requested, 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 OutHits contains any blocking hit entries

Parameters

Parameter

Description

OutHits

Array of hits found between ray and the world

Start

Start location of the shape

End

End location of the shape

TraceChannel

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

CollisionShape

CollisionShape - supports Box, Sphere, Capsule

Params

Additional parameters used for the trace

ResponseParam

ResponseContainer to be used for this trace

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