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API > API/Editor > API/Editor/ViewportInteraction > API/Editor/ViewportInteraction/UViewportInteractor
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FHitResult GetHitResultFromLaserPointer
(
TArray< AActor* >* OptionalListOfIgnoredActors, |
Traces along the laser pointer vector and returns what it first hits in the world | ViewportInteractor.h | |
virtual FHitResult GetHitResultFromLaserPointer
(
TArray< AActor* >* OptionalListOfIgnoredActors, |
Traces along the laser pointer vector and returns what it first hits in the world | ViewportInteractor.h |
GetHitResultFromLaserPointer(TArray< AActor > , const bool, TArray< UClass > , const bool, const float)
Description
Traces along the laser pointer vector and returns what it first hits in the world
| Name | GetHitResultFromLaserPointer |
| Type | function |
| Header File | /Engine/Source/Editor/ViewportInteraction/Public/ViewportInteractor.h |
| Include Path | #include "ViewportInteractor.h" |
virtual FHitResult GetHitResultFromLaserPointer
(
TArray < AActor * > * OptionalListOfIgnoredActors,
const bool bIgnoreGizmos,
TArray < UClass * > * ObjectsInFrontOfGizmo,
const bool bEvenIfBlocked,
const float LaserLengthOverride
)
What the laster pointer hit
Parameters
| Name | Remarks |
|---|---|
| OptionalListOfIgnoredActors | Actors to exclude from hit testing |
| bIgnoreGizmos | True if no gizmo results should be returned, otherwise they are preferred (x-ray) |
| bEvenIfUIIsInFront | If true, ignores any UI that might be blocking the ray |
| LaserLengthOverride | If zero the default laser length (VREdMode::GetLaserLength) is used |
GetHitResultFromLaserPointer(TArray< AActor > , const EHitResultGizmoFilterMode, TArray< UClass > , const bool, const float)
Description
Traces along the laser pointer vector and returns what it first hits in the world
| Name | GetHitResultFromLaserPointer |
| Type | function |
| Header File | /Engine/Source/Editor/ViewportInteraction/Public/ViewportInteractor.h |
| Include Path | #include "ViewportInteractor.h" |
| Source | /Engine/Source/Editor/ViewportInteraction/Private/ViewportInteractor.cpp |
virtual FHitResult GetHitResultFromLaserPointer
(
TArray < AActor * > * OptionalListOfIgnoredActors,
const EHitResultGizmoFilterMode GizmoFilterMode,
TArray < UClass * > * ObjectsInFrontOfGizmo,
const bool bEvenIfBlocked,
const float LaserLengthOverride
)
What the laster pointer hit
Parameters
| Name | Remarks |
|---|---|
| OptionalListOfIgnoredActors | Actors to exclude from hit testing |
| GizmoFilterMode | filters the types of gizmos for the hit test |
| bEvenIfUIIsInFront | If true, ignores any UI that might be blocking the ray |
| LaserLengthOverride | If zero the default laser length (VREdMode::GetLaserLength) is used |