UWorld::LineTraceMultiByObjectType

Trace a ray against the world using object types 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

Windows
MacOS
Linux

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 LineTraceMultiByObjectType
(
    TArray < struct FHitResult > & OutHits,
    const FVector & Start,
    const FVector & End,
    const FCollisionObjectQueryParams & ObjectQueryParams,
    const FCollisionQueryParams & Params
) const

Remarks

Trace a ray against the world using object types 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

Returns

TRUE if any hit is found

Parameters

Parameter

Description

OutHits

Array of hits found between ray and the world

Start

Start location of the ray

End

End location of the ray

ObjectQueryParams

List of object types it's looking for

Params

Additional parameters used for the trace

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback