UWorld::ComponentSweepMulti

Sweep the geometry of the supplied component, and determine the set of components that it hits.

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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 ComponentSweepMulti
(
    TArray < struct FHitResult > & OutHits,
    class UPrimitiveComponent * PrimComp,
    const FVector & Start,
    const FVector & End,
    const FQuat & Rot,
    const FComponentQueryParams & Params
) const

Remarks

Sweep the geometry of the supplied component, and determine the set of components that it hits.

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 OutHits contains any blocking hit entries

Parameters

Parameter

Description

OutHits

Array of hits found between ray and the world

PrimComp

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

Start

Start location of the trace

End

End location of the trace

Rot

Rotation of PrimComp geometry for test against the world (rotation remains constant over sweep)

Params

Additional parameters used for the trace

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