Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns a list of positions of the simulated arc and the destination reached by the simulation. Returns true if it hit something (if tracing with collision).
Target is Gameplay Statics
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In
Exec
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Start Pos
Vector
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First start trace location |
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Launch Velocity
Vector
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Velocity the "virtual projectile" is launched at |
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Trace Path
Boolean
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Trace along the entire path to look for blocking hits |
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Projectile Radius
Float
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Radius of the virtual projectile to sweep against the environment |
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Trace Channel
ECollisionChannel Enum
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TraceChannel to trace against, if bTracePath is true. |
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Trace Complex
Boolean
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Use TraceComplex (trace against triangles not primitives) |
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Actors to Ignore
Array of Actor Object References
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Actors to exclude from the traces |
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Draw Debug Type
EDrawDebugTrace Enum
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Debug type (one-frame, duration, persistent) |
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Draw Debug Time
Float
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Duration of debug lines (only relevant for DrawDebugType::Duration) |
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Sim Frequency
Float
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Determines size of each sub-step in the simulation (chopping up MaxSimTime) |
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Max Sim Time
Float
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Maximum simulation time for the virtual projectile. |
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Override Gravity Z
Float
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Optional override of Gravity (if 0, uses WorldGravityZ) |
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Out
Exec
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Out Hit
Hit Result Structure
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Predicted hit result, if the projectile will hit something |
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Out Path Positions
Array of Vectors
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Predicted projectile path. Ordered series of positions from StartPos to the end. Includes location at point of impact if it hit something. |
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Out Last Trace Destination
Vector
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Goal position of the final trace it did. Will not be in the path if there is a hit. |
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Return Value
Boolean
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True if hit something along the path (if tracing with collision). |