UWorld::SweepMultiByObjectType

Sweep a shape against the world and return all initial overlaps using object types (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 SweepMultiByObjectType
(
    TArray< struct FHitResult > & OutHits,
    const FVector & Start,
    const FVector & End,
    const FQuat & Rot,
    const FCollisionObjectQueryParams & ObjectQueryParams,
    const FCollisionShape & CollisionShape,
    const FCollisionQueryParams & Params
) const

Remarks

Sweep a shape against the world and return all initial overlaps using object types (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 any hit is found

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

ObjectQueryParams

List of object types it's looking for

CollisionShape

CollisionShape - supports Box, Sphere, Capsule

Params

Additional parameters used for the trace

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