Actions
Box Overlap Component |
Perform a box overlap against a single component as an AABB (No rotation) Target is Primitive Component |
BoxOverlapActors |
Returns an array of actors that overlap the given axis-aligned box. Target is Kismet System Library |
BoxOverlapComponents |
Returns an array of components that overlap the given axis-aligned box. Target is Kismet System Library |
BoxTraceByChannel |
Sweeps a box along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel Target is Kismet System Library |
BoxTraceByProfile |
Sweep a box against the world and return the first blocking hit using a specific profile Target is Kismet System Library |
BoxTraceForObjects |
Sweeps a box along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes. Target is Kismet System Library |
Break Hit Result |
Extracts data from a HitResult. Target is Gameplay Statics |
Can Character Step Up |
Return true if the given Pawn can step up onto this component. This controls whether they can try to step up on it when they bump in to it, not whether they can walk on it after landing on it. Target is Primitive Component |
CapsuleOverlapActors |
Returns an array of actors that overlap the given capsule. Target is Kismet System Library |
CapsuleOverlapComponents |
Returns an array of components that overlap the given capsule. Target is Kismet System Library |
CapsuleTraceByChannel |
Sweeps a capsule along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPOND to the given TraceChannel Target is Kismet System Library |
CapsuleTraceByProfile |
Sweep a capsule against the world and return the first blocking hit using a specific profile Target is Kismet System Library |
CapsuleTraceForObjects |
Sweeps a capsule along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes. Target is Kismet System Library |
Clear Move Ignore Actors |
Clear the list of actors we ignore when moving. Target is Primitive Component |
Clear Move Ignore Components |
Clear the list of components we ignore when moving. Target is Primitive Component |
ComponentOverlapActors |
Returns an array of actors that overlap the given component. Target is Kismet System Library |
ComponentOverlapComponents |
Returns an array of components that overlap the given component. Target is Kismet System Library |
Find Collision UV |
Try and find the UV for a collision impact. Note this ONLY works if 'Support UV From Hit Results' is enabled in Physics Settings. Target is Gameplay Statics |
Get Actor Array Bounds |
Bind the bounds of an array of Actors Target is Gameplay Statics |
Get Actor Enable Collision |
Get current state of collision for the whole actor Target is Actor |
Get Closest Point on Collision |
Returns the distance and closest point to the collision surface. Component must have simple collision to be queried for closest point. Target is Primitive Component |
Get Collision Enabled |
Returns the form of collision for this component Target is Primitive Component |
Get Collision Object Type |
Gets the collision object type Target is Primitive Component |
Get Collision Profile Name |
Get the collision profile name Target is Primitive Component |
Get Collision Response to Channel |
Gets the response type given a specific channel Target is Primitive Component |
Get Component Bounds |
Get bounds Target is Kismet System Library |
Get Overlapping Actors |
Returns list of actors this actor is overlapping (any component overlapping any component). Does not return itself. Target is Actor |
Get Overlapping Components |
Returns list of components this actor is overlapping. Target is Actor |
Get Surface Type |
Returns the EPhysicalSurface type of the given Hit. To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section Target is Gameplay Statics |
GetActorBounds |
Returns the bounding box of all components that make up this Actor (excluding ChildActorComponents). Target is Actor |
GetMoveIgnoreActors |
Returns the list of actors we currently ignore when moving. Target is Primitive Component |
GetMoveIgnoreComponents |
Returns the list of actors we currently ignore when moving. Target is Primitive Component |
Ignore Actor when Moving |
Tells this component whether to ignore collision with all components of a specific Actor when this component is moved. Components on the other Actor may also need to be told to do the same when they move. Does not affect movement of this component when simulating physics. Target is Primitive Component |
Ignore Component when Moving |
Tells this component whether to ignore collision with another component when this component is moved. The other components may also need to be told to do the same when they move. Does not affect movement of this component when simulating physics. Target is Primitive Component |
Is Collision Enabled |
Utility to see if there is any form of collision (query or physics) enabled on this component. Target is Primitive Component |
Is Overlapping Actor |
Check whether any component of this Actor is overlapping any component of another Actor. Target is Actor |
Is Overlapping Component |
Check whether this component is overlapping another component. Target is Primitive Component |
Is Physics Collision Enabled |
Utility to see if there is any physics collision enabled on this component. Target is Primitive Component |
Is Query Collision Enabled |
Utility to see if there is any query collision enabled on this component. Target is Primitive Component |
Line Trace Component |
Perform a line trace against a single component Target is Primitive Component |
LineTraceByChannel |
Does a collision trace along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel Target is Kismet System Library |
LineTraceByProfile |
Trace a ray against the world using a specific profile and return the first blocking hit Target is Kismet System Library |
LineTraceForObjects |
Does a collision trace along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes. Target is Kismet System Library |
Make Hit Result |
Create a HitResult struct Target is Gameplay Statics |
MultiBoxTraceByChannel |
Sweeps a box along the given line and returns all hits encountered. This trace finds the objects that RESPONDS to the given TraceChannel Target is Kismet System Library |
MultiBoxTraceByProfile |
Sweep a box 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 |
MultiBoxTraceForObjects |
Sweeps a box along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes. Target is Kismet System Library |
MultiCapsuleTraceByChannel |
Sweeps a capsule along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel Target is Kismet System Library |
MultiCapsuleTraceByProfile |
Sweep a capsule 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 |
MultiCapsuleTraceForObjects |
Sweeps a capsule along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes. Target is Kismet System Library |
MultiLineTraceByChannel |
Does a collision trace along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel Target is Kismet System Library |
MultiLineTraceByProfile |
Trace a ray against the world using a specific profile and return 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 |
MultiLineTraceForObjects |
Does a collision trace along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes. Target is Kismet System Library |
MultiSphereTraceByChannel |
Sweeps a sphere along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel Target is Kismet System Library |
MultiSphereTraceByProfile |
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 |
MultiSphereTraceForObjects |
Sweeps a sphere along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes. Target is Kismet System Library |
On Actor Begin Overlap |
Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. |
On Actor End Overlap |
Called when another actor stops overlapping this actor. |
On Actor Hit |
Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event. |
On Chaos Physics Collision |
On Chaos Physics Collision |
On Component Begin Overlap |
Event called when something starts to overlaps this component, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. will be adjusted to indicate force from the other object against this object. |
On Component End Overlap |
Event called when something stops overlapping this component |
On Component Hit |
Event called when a component hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event. will be adjusted to indicate force from the other object against this object. |
On Component Sleep |
Event called when the underlying physics objects is put to sleep |
On Component Wake |
Event called when the underlying physics objects is woken up |
Set Actor Enable Collision |
Allows enabling/disabling collision for the whole actor Target is Actor |
Set Collision Enabled |
Controls what kind of collision is enabled for this body Target is Primitive Component |
Set Collision Object Type |
Changes the collision channel that this object uses when it moves Target is Primitive Component |
Set Collision Profile Name |
Set Collision Profile Name This function is called by constructors when they set ProfileName This will change current CollisionProfileName to be this, and overwrite Collision Setting Target is Primitive Component |
Set Collision Response to All Channels |
Changes all ResponseToChannels container for this PrimitiveComponent. to be NewResponse Target is Primitive Component |
Set Collision Response to Channel |
Changes a member of the ResponseToChannels container for this PrimitiveComponent. Target is Primitive Component |
Sphere Overlap Component |
Perform a sphere overlap against a single component Target is Primitive Component |
Sphere Trace Component |
Perform a sphere trace against a single component Target is Primitive Component |
SphereOverlapActors |
Returns an array of actors that overlap the given sphere. Target is Kismet System Library |
SphereOverlapComponents |
Returns an array of components that overlap the given sphere. Target is Kismet System Library |
SphereTraceByChannel |
Sweeps a sphere along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel Target is Kismet System Library |
SphereTraceByProfile |
Sweep a sphere against the world and return the first blocking hit using a specific profile Target is Kismet System Library |
SphereTraceForObjects |
Sweeps a sphere along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes. Target is Kismet System Library |