Break Hit Result

Extracts data from a HitResult.

Target is Gameplay Statics

Break Hit Result
Hit
Blocking Hit
Initial Overlap
Time
0.0
Location
X0
Y 0
Z 0
Impact Point
X0
Y 0
Z 0
Normal
X0
Y 0
Z 0
Impact Normal
X0
Y 0
Z 0
Phys Mat
Select Asset
Hit Actor
Hit Component
Hit Bone Name
None
Hit Item
0
Face Index
0
Trace Start
X0
Y 0
Z 0
Trace End
X0
Y 0
Z 0

Inputs

Hit
Hit Result Structure (by ref)

The source HitResult.

Outputs

Blocking Hit
Boolean

True if there was a blocking hit, false otherwise.

Initial Overlap
Boolean

True if the hit started in an initial overlap. In this case some other values should be interpreted differently. Time will be 0, ImpactPoint will equal Location, and normals will be equal and indicate a depenetration vector.

Time
Float

'Time' of impact along trace direction ranging from [0.0 to 1.0) if there is a hit, indicating time between start and end. Equals 1.0 if there is no hit.

Location
Vector

Location of the hit in world space. If this was a swept shape test, this is the location where we can place the shape in the world where it will not penetrate.

Impact Point
Vector

Location of the actual contact point of the trace shape with the surface of the hit object. Equal to Location in the case of an initial overlap.

Normal
Vector

Normal of the hit in world space, for the object that was swept (e.g. for a sphere trace this points towards the sphere's center). Equal to ImpactNormal for line tests.

Impact Normal
Vector

Normal of the hit in world space, for the object that was hit by the sweep.

Phys Mat
Physical Material Reference

Physical material that was hit. Must set bReturnPhysicalMaterial to true in the query params for this to be returned.

Hit Actor
Actor Reference

Actor hit by the trace.

Hit Component
Primitive Component Reference

PrimitiveComponent hit by the trace.

Hit Bone Name
Name

Name of the bone hit (valid only if we hit a skeletal mesh).

Hit Item
Integer

Primitive-specific data recording which item in the primitive was hit

Face Index
Integer

If colliding with trimesh or landscape, index of face that was hit.

Trace Start
Vector
Trace End
Vector