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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 SweepMultiByObjectType
(
TArray < struct FHitResult > & OutHits,
const FVector & Start,
const FVector & End,
const FQuat & Rot,
const FCollisionObjectQueryParams & ObjectQueryParams,
const FCollisionShape & CollisionShape,
const FCollisionQueryParams & Params
) const
Remarks
Sweep a shape against the world and return all initial overlaps using object types (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 any hit is found
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 |
ObjectQueryParams | List of object types it's looking for |
CollisionShape | CollisionShape - supports Box, Sphere, Capsule |
Params | Additional parameters used for the trace |