MultiSphereTraceByProfile

MultiSphereTraceByProfile

Windows
MacOS
Linux

Sweep a sphere 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

MultiSphereTraceByProfile
Start
X0
Y 0
Z 0
End
X0
Y 0
Z 0
Radius
0.0
Profile Name
None
Trace Complex
Actors to Ignore
Draw Debug Type
None
Ignore Self
Trace Color
Trace Hit Color
Draw Time
5.000000
Out Hits
Return Value

Inputs

In
Exec
Start
Vector

Start of line segment.

End
Vector

End of line segment.

Radius
Float

Radius of the sphere to sweep

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

Outputs

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.

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