UWorld::ComponentOverlapMulti

Test the collision of the supplied component at the supplied location/rotation using object types, and determine the set of components that it overlaps

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/World.h

Include

#include "Engine/World.h"

Source

/Engine/Source/Runtime/Engine/Private/Collision/WorldCollision.cpp

Syntax

bool ComponentOverlapMulti
(
    TArray < struct FOverlapResult > & OutOverlaps,
    const class UPrimitiveComponent * PrimComp,
    const FVector & Pos,
    const FQuat & Rot,
    const FComponentQueryParams & Params,
    const FCollisionObjectQueryParams & ObjectQueryParams
) const

Remarks

Test the collision of the supplied component at the supplied location/rotation using object types, and determine the set of components that it overlaps

The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat )..

Returns

TRUE if any hit is found

Parameters

Parameter

Description

OutOverlaps

Array of overlaps found between component in specified pose and the world

PrimComp

Component's geometry to test against the world. Transform of this component is ignored

Pos

Location of PrimComp geometry for test against the world

Rot

Rotation of PrimComp geometry for test against the world

ObjectQueryParams

List of object types it's looking for. When this enters, we do object query with component shape

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