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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/UPrimitiveComponent
- USceneComponent::UpdateOverlapsImpl()
- UPrimitiveComponent::UpdateOverlapsImpl()
- USkinnedMeshComponent::UpdateOverlapsImpl()
- USkeletalMeshComponent::UpdateOverlapsImpl()
- USkeletalMeshComponent::UpdateOverlapsImpl()
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Components/PrimitiveComponent.h |
| Include | #include "Components/PrimitiveComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/PrimitiveComponent.cpp |
virtual bool UpdateOverlapsImpl
&40;
const TOverlapArrayView &42; NewPendingOverlaps,
bool bDoNotifies,
const TOverlapArrayView &42; OverlapsAtEndLocation
&41;
Remarks
Queries world and updates overlap tracking state for this component. True if we can skip calling this in the future (i.e. no useful work is being done.)
Parameters
| Name | Description |
|---|---|
| NewPendingOverlaps | An ordered list of components that the MovedComponent overlapped during its movement (eg. generated during a sweep). Only used to add potentially new overlaps. Might not be overlapping them now. |
| bDoNotifies | True to dispatch being/end overlap notifications when these events occur. |
| OverlapsAtEndLocation | If non-null, the given list of overlaps will be used as the overlaps for this component at the current location, rather than checking for them with a scene query. Generally this should only be used if this component is the RootComponent of the owning actor and overlaps with other descendant components have been verified. |