Create a HitResult struct
Target is Gameplay Statics
|
Blocking Hit
Boolean
|
True if there was a blocking hit, false otherwise. |
|
Initial Overlap
Boolean
|
True if the hit started in an initial overlap. In this case some other values should be interpreted differently. Time will be 0, ImpactPoint will equal Location, and normals will be equal and indicate a depenetration vector. |
|
Time
Float
|
'Time' of impact along trace direction ranging from [0.0 to 1.0) if there is a hit, indicating time between start and end. Equals 1.0 if there is no hit. |
|
Distance
Float
|
The distance from the TraceStart to the Location in world space. This value is 0 if there was an initial overlap (trace started inside another colliding object). |
|
Location
Vector
|
Location of the hit in world space. If this was a swept shape test, this is the location where we can place the shape in the world where it will not penetrate. |
|
Impact Point
Vector
|
Location of the actual contact point of the trace shape with the surface of the hit object. Equal to Location in the case of an initial overlap. |
|
Normal
Vector
|
Normal of the hit in world space, for the object that was swept (e.g. for a sphere trace this points towards the sphere's center). Equal to ImpactNormal for line tests. |
|
Impact Normal
Vector
|
Normal of the hit in world space, for the object that was hit by the sweep. |
|
Phys Mat
Physical Material Object Reference
|
Physical material that was hit. Must set bReturnPhysicalMaterial to true in the query params for this to be returned. |
|
Hit Actor
Actor Object Reference
|
Actor hit by the trace. |
|
Hit Component
Primitive Component Object Reference
|
PrimitiveComponent hit by the trace. |
|
Hit Bone Name
Name
|
Name of the bone hit (valid only if we hit a skeletal mesh). |
|
Hit Item
Integer
|
Primitive-specific data recording which item in the primitive was hit |
|
Element Index
Integer
|
If colliding with a primitive with multiple parts, index of the part that was hit. |
|
Face Index
Integer
|
If colliding with trimesh or landscape, index of face that was hit. |
|
Trace Start
Vector
|
|
|
Trace End
Vector
|
|
Return Value
Hit Result Structure
|