Module |
|
Header |
/Engine/Source/Runtime/Engine/Public/Physics/GenericPhysicsInterface.h |
Include |
#include "Physics/GenericPhysicsInterface.h" |
Source |
/Engine/Source/Runtime/Engine/Private/Collision/SceneQuery.cpp |
static bool RaycastMulti
(
const UWorld * World,
TArray< struct FHitResult > & OutHits,
const FVector & Start,
const FVector & End,
ECollisionChannel TraceChannel,
const FCollisionQueryParams & Params,
const FCollisionResponseParams & ResponseParams,
const FCollisionObjectQueryParams & ObjectParams
)
Trace a ray against the world and return touching 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