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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool ToolSceneQueriesUtil::FindNearestVisibleObjectHit
(
UWorld* World, |
Find the nearest object hit by the LineTrace from Start to End that is currently visible (provides correct result in Editor) | ToolSceneQueriesUtil.h | |
bool ToolSceneQueriesUtil::FindNearestVisibleObjectHit
(
USceneSnappingManager* SnappingManager, |
Find the nearest object hit by the LineTrace from Start to End that is currently visible (provides correct result in Editor) | ToolSceneQueriesUtil.h | |
bool ToolSceneQueriesUtil::FindNearestVisibleObjectHit
(
const UInteractiveTool* Tool, |
Find the nearest object hit by the LineTrace from Start to End that is currently visible (provides correct result in Editor) | ToolSceneQueriesUtil.h | |
bool ToolSceneQueriesUtil::FindNearestVisibleObjectHit
(
UWorld* World, |
Find the nearest object hit by the LineTrace from Start to End that is currently visible (provides correct result in Editor) | ToolSceneQueriesUtil.h | |
bool ToolSceneQueriesUtil::FindNearestVisibleObjectHit
(
const UInteractiveTool* Tool, |
Find the nearest object hit by the LineTrace from Start to End that is currently visible (provides correct result in Editor) | ToolSceneQueriesUtil.h |
ToolSceneQueriesUtil::FindNearestVisibleObjectHit(UWorld , FHitResult &, const FRay &, const TArray< const UPrimitiveComponent > , const TArray< const UPrimitiveComponent > *)
Description
Find the nearest object hit by the LineTrace from Start to End that is currently visible (provides correct result in Editor)
| Name | ToolSceneQueriesUtil::FindNearestVisibleObjectHit |
| Type | function |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/ToolSceneQueriesUtil.h |
| Include Path | #include "ToolSceneQueriesUtil.h" |
| Source | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/ToolSceneQueriesUtil.cpp |
namespace ToolSceneQueriesUtil
{
bool ToolSceneQueriesUtil::FindNearestVisibleObjectHit
(
UWorld * World,
FHitResult & HitResultOut,
const FRay & Ray,
const TArray < const UPrimitiveComponent * > * IgnoreComponents,
const TArray < const UPrimitiveComponent * > * InvisibleComponentsToInclude
)
}
true if a visible hit was found
Parameters
| Name | Remarks |
|---|---|
| World | the world to trace into |
| HitResultOut | the resulting hit, if true is returned |
| Ray | hit ray |
| IgnoreComponents | optional list of Components to ignore |
| InvisibleComponentsToInclude | optional list of Components to explicitly include, even if they are not visible |
ToolSceneQueriesUtil::FindNearestVisibleObjectHit(USceneSnappingManager , FHitResult &, const FRay &, const TArray< const UPrimitiveComponent > , const TArray< const UPrimitiveComponent > *)
Description
Find the nearest object hit by the LineTrace from Start to End that is currently visible (provides correct result in Editor)
| Name | ToolSceneQueriesUtil::FindNearestVisibleObjectHit |
| Type | function |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/ToolSceneQueriesUtil.h |
| Include Path | #include "ToolSceneQueriesUtil.h" |
| Source | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/ToolSceneQueriesUtil.cpp |
namespace ToolSceneQueriesUtil
{
bool ToolSceneQueriesUtil::FindNearestVisibleObjectHit
(
USceneSnappingManager * SnappingManager,
FHitResult & HitResultOut,
const FRay & Ray,
const TArray < const UPrimitiveComponent * > * IgnoreComponents,
const TArray < const UPrimitiveComponent * > * InvisibleComponentsToInclude
)
}
true if a visible hit was found
Parameters
| Name | Remarks |
|---|---|
| HitResultOut | the resulting hit, if true is returned |
| Start | start point of line |
| End | end point of line |
| IgnoreComponents | optional list of Components to ignore |
| InvisibleComponentsToInclude | optional list of Components to explicitly include, even if they are not visible |
ToolSceneQueriesUtil::FindNearestVisibleObjectHit(const UInteractiveTool , FHitResult &, const FRay &, const TArray< const UPrimitiveComponent > , const TArray< const UPrimitiveComponent > *)
Description
Find the nearest object hit by the LineTrace from Start to End that is currently visible (provides correct result in Editor)
| Name | ToolSceneQueriesUtil::FindNearestVisibleObjectHit |
| Type | function |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/ToolSceneQueriesUtil.h |
| Include Path | #include "ToolSceneQueriesUtil.h" |
| Source | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/ToolSceneQueriesUtil.cpp |
namespace ToolSceneQueriesUtil
{
bool ToolSceneQueriesUtil::FindNearestVisibleObjectHit
(
const UInteractiveTool * Tool,
FHitResult & HitResultOut,
const FRay & Ray,
const TArray < const UPrimitiveComponent * > * IgnoreComponents,
const TArray < const UPrimitiveComponent * > * InvisibleComponentsToInclude
)
}
true if a visible hit was found
Parameters
| Name | Remarks |
|---|---|
| HitResultOut | the resulting hit, if true is returned |
| Ray | hit ray |
| IgnoreComponents | optional list of Components to ignore |
| InvisibleComponentsToInclude | optional list of Components to explicitly include, even if they are not visible |
ToolSceneQueriesUtil::FindNearestVisibleObjectHit(UWorld , FHitResult &, const FVector &, const FVector &, const TArray< const UPrimitiveComponent > , const TArray< const UPrimitiveComponent > *)
Description
Find the nearest object hit by the LineTrace from Start to End that is currently visible (provides correct result in Editor)
| Name | ToolSceneQueriesUtil::FindNearestVisibleObjectHit |
| Type | function |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/ToolSceneQueriesUtil.h |
| Include Path | #include "ToolSceneQueriesUtil.h" |
| Source | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/ToolSceneQueriesUtil.cpp |
namespace ToolSceneQueriesUtil
{
bool ToolSceneQueriesUtil::FindNearestVisibleObjectHit
(
UWorld * World,
FHitResult & HitResultOut,
const FVector & Start,
const FVector & End,
const TArray < const UPrimitiveComponent * > * IgnoreComponents,
const TArray < const UPrimitiveComponent * > * InvisibleComponentsToInclude
)
}
true if a visible hit was found
Parameters
| Name | Remarks |
|---|---|
| World | the world to trace into |
| HitResultOut | the resulting hit, if true is returned |
| Start | start point of line |
| End | end point of line |
| IgnoreComponents | optional list of Components to ignore |
| InvisibleComponentsToInclude | optional list of Components to explicitly include, even if they are not visible |
ToolSceneQueriesUtil::FindNearestVisibleObjectHit(const UInteractiveTool , FHitResult &, const FVector &, const FVector &, const TArray< const UPrimitiveComponent > , const TArray< const UPrimitiveComponent > *)
Description
Find the nearest object hit by the LineTrace from Start to End that is currently visible (provides correct result in Editor)
| Name | ToolSceneQueriesUtil::FindNearestVisibleObjectHit |
| Type | function |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/ToolSceneQueriesUtil.h |
| Include Path | #include "ToolSceneQueriesUtil.h" |
| Source | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/ToolSceneQueriesUtil.cpp |
namespace ToolSceneQueriesUtil
{
bool ToolSceneQueriesUtil::FindNearestVisibleObjectHit
(
const UInteractiveTool * Tool,
FHitResult & HitResultOut,
const FVector & Start,
const FVector & End,
const TArray < const UPrimitiveComponent * > * IgnoreComponents,
const TArray < const UPrimitiveComponent * > * InvisibleComponentsToInclude
)
}
true if a visible hit was found
Parameters
| Name | Remarks |
|---|---|
| HitResultOut | the resulting hit, if true is returned |
| Start | start point of line |
| End | end point of line |
| IgnoreComponents | optional list of Components to ignore |
| InvisibleComponentsToInclude | optional list of Components to explicitly include, even if they are not visible |