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Unreal Engine C++ API Reference > Editor > ViewportInteraction > UViewportInteractor > GetHitResultFromLaserPointer
- UViewportInteractor::GetHitResultFromLaserPointer()
- UVREditorInteractor::GetHitResultFromLaserPointer()
References
Module | ViewportInteraction |
Header | /Engine/Source/Editor/ViewportInteraction/Public/ViewportInteractor.h |
Include | #include "ViewportInteractor.h" |
Source | /Engine/Source/Editor/ViewportInteraction/Private/ViewportInteractor.cpp |
virtual FHitResult GetHitResultFromLaserPointer
&40;
TArray< AActor &42; > &42; OptionalListOfIgnoredActors,
const EHitResultGizmoFilterMode GizmoFilterMode,
TArray< UClass &42; > &42; ObjectsInFrontOfGizmo,
const bool bEvenIfBlocked,
const float LaserLengthOverride
&41;
Remarks
Traces along the laser pointer vector and returns what it first hits in the world What the laster pointer hit
Parameters
Name | Description |
---|---|
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 |