USkinnedMeshComponent::UpdateOverlapsImpl

Queries world and updates overlap tracking state for this component.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Components/SkinnedMeshComponent.h

Include

#include "Components/SkinnedMeshComponent.h"

Source

/Engine/Source/Runtime/Engine/Private/Components/SkinnedMeshComponent.cpp

Syntax

virtual bool UpdateOverlapsImpl
(
    const TOverlapArrayView * NewPendingOverlaps,
    bool bDoNotifies,
    const TOverlapArrayView * OverlapsAtEndLocation
)

Remarks

Queries world and updates overlap tracking state for this component.

Returns

True if we can skip calling this in the future (i.e. no useful work is being done.)

Parameters

Parameter

Description

NewPendingOverlaps

An ordered list of components that the MovedComponent overlapped during its movement (eg. generated during a sweep). Only used to add potentially new overlaps. Might not be overlapping them now.

bDoNotifies

True to dispatch being/end overlap notifications when these events occur.

OverlapsAtEndLocation

If non-null, the given list of overlaps will be used as the overlaps for this component at the current location, rather than checking for them with a scene query. Generally this should only be used if this component is the RootComponent of the owning actor and overlaps with other descendant components have been verified.