Navigation
API > API/Plugins > API/Plugins/ModelingComponents
FMeshSceneRayHit is returned by various ray-intersection functions below
| Name | FMeshSceneRayHit |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Scene/MeshSceneAdapter.h |
| Include Path | #include "Scene/MeshSceneAdapter.h" |
Syntax
struct FMeshSceneRayHit
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| HitActor | AActor * | Actor that was hit, if available. | Scene/MeshSceneAdapter.h | |
| HitComponent | UActorComponent * | Component that was hit, if available. | Scene/MeshSceneAdapter.h | |
| HitComponentElementIndex | int32 | Element Index on hit Component, if available (eg Instance Index on an InstancedStaticMesh) | Scene/MeshSceneAdapter.h | |
| HitMeshBaryCoords | FVector3d | Triangle barycentric coordinates of the hit location. | Scene/MeshSceneAdapter.h | |
| HitMeshSpatialWrapper | IMeshSpatialWrapper * | SpatialWrapper for the mesh geometry that was hit, if available. This is a pointer to data owned by the FMeshSceneAdapter that was queried. | Scene/MeshSceneAdapter.h | |
| HitMeshTriIndex | int32 | Triangle Index/ID on mesh of hit Component. | Scene/MeshSceneAdapter.h | |
| LocalToWorld | FTransformSequence3d | LocalToWorld Transform on the IMeshSpatialWrapper (for convenience) | Scene/MeshSceneAdapter.h | |
| Ray | FRay3d | World ray that was cast, stored here for convenience | Scene/MeshSceneAdapter.h | |
| RayDistance | double | Distance along ray that intersection occurred at | Scene/MeshSceneAdapter.h |