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Unreal Engine C++ API Reference > Runtime > Engine > Engine > UWorld
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 LineTraceMultiByChannel
&40;
TArray< struct FHitResult > & OutHits,
const FVector & Start,
const FVector & End,
ECollisionChannel TraceChannel,
const FCollisionQueryParams & Params,
const FCollisionResponseParams & ResponseParam
&41; const
Remarks
Trace a ray against the world using a specific channel and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that TRUE if OutHits contains any blocking hit entries
Parameters
Name | Description |
---|---|
OutHits | Array of hits found between ray and the world |
Start | Start location of the ray |
End | End location of the ray |
TraceChannel | The 'channel' that this ray is in, used to determine which components to hit |
Params | Additional parameters used for the trace |
ResponseParam | ResponseContainer to be used for this trace |