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Unreal Engine C++ API Reference > Runtime > Engine > Engine > UWorld > ComponentSweepMulti
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/World.h |
Include | #include "Engine/World.h" |
Source | /Engine/Source/Runtime/Engine/Private/Collision/WorldCollision.cpp |
bool ComponentSweepMulti
&40;
TArray< struct FHitResult > & OutHits,
class UPrimitiveComponent &42; PrimComp,
const FVector & Start,
const FVector & End,
const FQuat & Rot,
const FComponentQueryParams & Params
&41; const
Remarks
Sweep the geometry of the supplied component, and determine the set of components that it hits.
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat).. TRUE if OutHits contains any blocking hit entries
Parameters
Name | Description |
---|---|
OutHits | Array of hits found between ray and the world |
PrimComp | Component's geometry to test against the world. Transform of this component is ignored |
Start | Start location of the trace |
End | End location of the trace |
Rot | Rotation of PrimComp geometry for test against the world (rotation remains constant over sweep) |
Params | Additional parameters used for the trace |