UWorld::ComponentOverlapMultiByChannel

Test the collision of the supplied component at the supplied location/rotation using a specific channel, 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"

Syntax

bool ComponentOverlapMultiByChannel
(
    TArray < struct FOverlapResult > & OutOverlaps,
    const class UPrimitiveComponent * PrimComp,
    const FVector & Pos,
    const FRotator & Rot,
    ECollisionChannel TraceChannel,
    const FComponentQueryParams & Params,
    const FCollisionObjectQueryParams & ObjectQueryParams
) const

Remarks

Test the collision of the supplied component at the supplied location/rotation using a specific channel, 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 OutOverlaps contains any blocking results

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

TraceChannel

The 'channel' that this query is in, used to determine which components to hit

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