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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 SweepMultiByChannel
&40;
TArray< struct FHitResult > & OutHits,
const FVector & Start,
const FVector & End,
const FQuat & Rot,
ECollisionChannel TraceChannel,
const FCollisionShape & CollisionShape,
const FCollisionQueryParams & Params,
const FCollisionResponseParams & ResponseParam
&41; const
Remarks
Sweep a shape against the world and return all initial overlaps using a specific channel (including blocking) if requested, then 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 shape |
End | End location of the shape |
TraceChannel | The 'channel' that this ray is in, used to determine which components to hit |
CollisionShape | CollisionShape - supports Box, Sphere, Capsule |
Params | Additional parameters used for the trace |
ResponseParam | ResponseContainer to be used for this trace |