FGenericPhysicsInterface

Windows
MacOS
Linux

Inheritance Hierarchy

FGenericPhysicsInterface

FPhysicsInterface_PhysX

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/Physics/GenericPhysicsInterface.h

Include

#include "Physics/GenericPhysicsInterface.h"

Syntax

struct FGenericPhysicsInterface

Functions

Name Description

Public function Static

bool

 

GeomOverlapAnyTest

(
    const UWorld* World,
    const FCollisionShape& CollisionSh...,
    const FVector& Pos,
    const FQuat& Rot,
    ECollisionChannel TraceChannel,
    const FCollisionQueryParams& Param...,
    const FCollisionResponseParams& Re...,
    const FCollisionObjectQueryParams&...
)

Function for testing overlaps between a supplied PxGeometry and the world.

Public function Static

bool

 

GeomOverlapBlockingTest

(
    const UWorld* World,
    const FCollisionShape& CollisionSh...,
    const FVector& Pos,
    const FQuat& Rot,
    ECollisionChannel TraceChannel,
    const FCollisionQueryParams& Param...,
    const FCollisionResponseParams& Re...,
    const FCollisionObjectQueryParams&...
)

Function for testing overlaps between a supplied PxGeometry and the world.

Public function Static

bool

 

GeomOverlapMulti

(
    const UWorld* World,
    const GeomWrapper& InGeom,
    const FVector& InPosition,
    const FQuat& InRotation,
    TArray< FOverlapResult >& OutOverl...,
    ECollisionChannel TraceChannel,
    const FCollisionQueryParams& Param...,
    const FCollisionResponseParams& Re...,
    const FCollisionObjectQueryParams&...
)

Find overlapping shapes with a given shape

Public function

bool

 

GeomOverlapMulti

(
    const UWorld* World,
    const FPhysicsGeometryCollection& ...,
    const FVector& InPosition,
    const FQuat& InRotation,
    TArray< FOverlapResult >& OutOverl...,
    ECollisionChannel TraceChannel,
    const FCollisionQueryParams& Param...,
    const FCollisionResponseParams& Re...,
    const FCollisionObjectQueryParams&...
)

Public function

bool

 

GeomOverlapMulti

(
    const UWorld* World,
    const FCollisionShape& InGeom,
    const FVector& InPosition,
    const FQuat& InRotation,
    TArray< FOverlapResult >& OutOverl...,
    ECollisionChannel TraceChannel,
    const FCollisionQueryParams& Param...,
    const FCollisionResponseParams& Re...,
    const FCollisionObjectQueryParams&...
)

Public function Static

bool

 

GeomSweepMulti

(
    const UWorld* World,
    const GeomWrapper& InGeom,
    const FQuat& InGeomRot,
    TArray< FHitResult >& OutHits,
    FVector Start,
    FVector End,
    ECollisionChannel TraceChannel,
    const FCollisionQueryParams& Param...,
    const FCollisionResponseParams& Re...,
    const FCollisionObjectQueryParams&...
)

Sweep a supplied shape against the world and do not stop until the first blocking hit

Public function

bool

 

GeomSweepMulti

(
    const UWorld* World,
    const FPhysicsGeometryCollection& ...,
    const FQuat& InGeomRot,
    TArray< FHitResult >& OutHits,
    FVector Start,
    FVector End,
    ECollisionChannel TraceChannel,
    const FCollisionQueryParams& Param...,
    const FCollisionResponseParams& Re...,
    const FCollisionObjectQueryParams&...
)

Public function

bool

 

GeomSweepMulti

(
    const UWorld* World,
    const FCollisionShape& InGeom,
    const FQuat& InGeomRot,
    TArray< FHitResult >& OutHits,
    FVector Start,
    FVector End,
    ECollisionChannel TraceChannel,
    const FCollisionQueryParams& Param...,
    const FCollisionResponseParams& Re...,
    const FCollisionObjectQueryParams&...
)

Public function Static

bool

 

GeomSweepSingle

(
    const UWorld* World,
    const FCollisionShape& CollisionSh...,
    const FQuat& Rot,
    FHitResult& OutHit,
    FVector Start,
    FVector End,
    ECollisionChannel TraceChannel,
    const FCollisionQueryParams& Param...,
    const FCollisionResponseParams& Re...,
    const FCollisionObjectQueryParams&...
)

Function for sweeping a supplied shape against the world

Public function Static

bool

 

GeomSweepTest

(
    const UWorld* World,
    const FCollisionShape& CollisionSh...,
    const FQuat& Rot,
    FVector Start,
    FVector End,
    ECollisionChannel TraceChannel,
    const FCollisionQueryParams& Param...,
    const FCollisionResponseParams& Re...,
    const FCollisionObjectQueryParams&...
)

Function used for sweeping a supplied shape against the world as a test

Public function Static

bool

 

RaycastMulti

(
    const UWorld* World,
    TArray< struct FHitResult >& OutHi...,
    const FVector& Start,
    const FVector& End,
    ECollisionChannel TraceChannel,
    const FCollisionQueryParams& Param...,
    const FCollisionResponseParams& Re...,
    const FCollisionObjectQueryParams&...
)

Trace a ray against the world and return touching 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

Public function Static

bool

 

RaycastSingle

(
    const UWorld* World,
    FHitResult& OutHit,
    const FVector Start,
    const FVector End,
    ECollisionChannel TraceChannel,
    const FCollisionQueryParams& Param...,
    const FCollisionResponseParams& Re...,
    const FCollisionObjectQueryParams&...
)

Trace a ray against the world and return the first blocking hit

Public function Static

bool

 

RaycastTest

(
    const UWorld* World,
    const FVector Start,
    const FVector End,
    ECollisionChannel TraceChannel,
    const FCollisionQueryParams& Param...,
    const FCollisionResponseParams& Re...,
    const FCollisionObjectQueryParams&...
)

Trace a ray against the world and return if a blocking hit is found

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