Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FBodyInstance
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool OverlapMulti
(
TArray< struct FOverlapResult >& InOutOverlaps, |
Determines the set of components that this body instance would overlap with at the supplied location/rotation | PhysicsEngine/BodyInstance.h | |
bool OverlapMulti
(
TArray< struct FOverlapResult >& InOutOverlaps, |
PhysicsEngine/BodyInstance.h |
OverlapMulti(TArray< struct FOverlapResult > &, const class UWorld , const FTransform , const FVector &, const FQuat &, ECollisionChannel, const struct FComponentQueryParams &, const struct FCollisionResponseParams &, const FCollisionObjectQueryParams &)
Description
Determines the set of components that this body instance would overlap with at the supplied location/rotation
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat)..
| Name | OverlapMulti |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/BodyInstance.h |
| Include Path | #include "PhysicsEngine/BodyInstance.h" |
| Source | /Engine/Source/Runtime/Engine/Private/PhysicsEngine/BodyInstance.cpp |
bool OverlapMulti
(
TArray < struct FOverlapResult > & InOutOverlaps,
const class UWorld * World,
const FTransform * pWorldToComponent,
const FVector & Pos,
const FQuat & Rot,
ECollisionChannel TestChannel,
const struct FComponentQueryParams & Params,
const struct FCollisionResponseParams & ResponseParams,
const FCollisionObjectQueryParams & ObjectQueryParams
) const
TRUE if OutOverlaps contains any blocking results
Parameters
| Name | Remarks |
|---|---|
| InOutOverlaps | Array of overlaps found between this component in specified pose and the world (new overlaps will be appended, the array is not cleared!) |
| World | World to use for overlap test |
| pWorldToComponent | Used to convert the body instance world space position into local space before teleporting it to (Pos, Rot) [optional, use when the body instance isn't centered on the component instance] |
| Pos | Location to place the component's geometry at to test against the world |
| Rot | Rotation to place components' geometry at to test against the world |
| TestChannel | The 'channel' that this ray is in, used to determine which components to hit |
| Params | |
| ResponseParams | |
| ObjectQueryParams | List of object types it's looking for. When this enters, we do object query with component shape |
OverlapMulti(TArray< struct FOverlapResult > &, const class UWorld , const FTransform , const FVector &, const FRotator &, ECollisionChannel, const struct FComponentQueryParams &, const struct FCollisionResponseParams &, const FCollisionObjectQueryParams &)
| Name | OverlapMulti |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/BodyInstance.h |
| Include Path | #include "PhysicsEngine/BodyInstance.h" |
bool OverlapMulti
(
TArray < struct FOverlapResult > & InOutOverlaps,
const class UWorld * World,
const FTransform * pWorldToComponent,
const FVector & Pos,
const FRotator & Rot,
ECollisionChannel TestChannel,
const struct FComponentQueryParams & Params,
const struct FCollisionResponseParams & ResponseParams,
const FCollisionObjectQueryParams & ObjectQueryParams
) const