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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/USkeletalMeshComponent
- UPrimitiveComponent::ComponentOverlapMultiImpl()
- USkeletalMeshComponent::ComponentOverlapMultiImpl()
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h |
| Include | #include "Components/SkeletalMeshComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/SkeletalMeshComponentPhysics.cpp |
virtual bool ComponentOverlapMultiImpl
&40;
TArray< struct FOverlapResult > & OutOverlaps,
const class UWorld &42; InWorld,
const FVector & Pos,
const FQuat & Rot,
ECollisionChannel TestChannel,
const struct FComponentQueryParams & Params,
const struct FCollisionObjectQueryParams & ObjectQueryParams
&41; const
Remarks
Test the collision of the supplied component at the supplied location/rotation, and determine the set of components that it overlaps TRUE if OutOverlaps contains any blocking results
Parameters
| Name | Description |
|---|---|
| OutOverlaps | Array of overlaps found between this component in specified pose and the world |
| World | World to use for overlap test |
| Pos | Location of the component's geometry for the test against the world |
| Rot | Rotation of the component's geometry for the test against the world |
| TestChannel | The 'channel' that this ray is in, used to determine which components to hit |
| ObjectQueryParams | List of object types it's looking for. When this enters, we do object query with component shape |