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Unreal Engine C++ API Reference > Runtime > Chaos > Chaos > Interface
Inheritance Hierarchy
- FSQHitBuffer
- FSQSingleHitBuffer
References
Module | Chaos |
Header | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Interface/SQTypes.h |
Include | #include "Chaos/Interface/SQTypes.h" |
Syntax
template<typename HitType>
class FSQHitBuffer
Remarks
Stores the results of scene queries. This can be passed around to multiple SQAccelerators and is responsible for sorting the results and pruning based on blocking. IncFlushCount / DecFlushCount is used to ensure any final sort / pruning operation is done when all SQAccelerators are finished. If you are passing this into multiple accelerators you should call IncFlushCount / DecFlushCount yourself as otherwise each accelerator will trigger its own sort / prune.
Constructors
Type | Name | Description | |
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FSQHitBuffer
(
bool bSingle |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AddTouchingHit
(
const HitType& InTouchingHit |
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void | ||
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HitType * | GetBlock () |
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const HitType * | GetBlock () |
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const HitType * | ||
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HitType * | GetHits () |
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const HitType * | GetHits () |
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int32 | GetNumHits () |
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bool | ||
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bool | HasHit () |
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void | Called. | |
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void | InsertHit
(
const HitType& Hit, |
Does not do any distance verification. This is up to the SQ code to manage |
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void | SetBlockingHit
(
const HitType& InBlockingHit |
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bool |