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Structure that defines parameters passed into collision function
| Name | FCollisionQueryParams |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/CollisionQueryParams.h |
| Include Path | #include "CollisionQueryParams.h" |
Syntax
struct FCollisionQueryParams
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FCollisionQueryParams
(
FName InTraceTag, |
CollisionQueryParams.h | ||
| Constructors. | CollisionQueryParams.h | ||
FCollisionQueryParams
(
FName InTraceTag, |
CollisionQueryParams.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| IgnoreActorsArrayType | IgnoreSourceObjectsArrayType | CollisionQueryParams.h | |
| IgnoreComponentsArrayType | TArray< uint32, TInlineAllocator< 8 > > | TArray typedef of components to ignore. | CollisionQueryParams.h |
| IgnoreSourceObjectsArrayType | TArray< uint32, TInlineAllocator< 4 > > | TArray typedef of actors to ignore. | CollisionQueryParams.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| DefaultQueryParam | FCollisionQueryParams | Static variable for default data to be used without reconstructing everytime | CollisionQueryParams.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDebugQuery | bool | CollisionQueryParams.h | ||
| bFindInitialOverlaps | bool | Whether we want to find out initial overlap or not. | CollisionQueryParams.h | |
| bIgnoreBlocks | bool | Whether to ignore blocking results. | CollisionQueryParams.h | |
| bIgnoreTouches | bool | Whether to ignore touch/overlap results. | CollisionQueryParams.h | |
| bReplaceHitWithSubComponents | bool | If bTraceIntoSubComponents is true, whether to replace the hit of the cluster union with its children instead. | CollisionQueryParams.h | |
| bReturnFaceIndex | bool | Whether we want to return the triangle face index for complex static mesh traces | CollisionQueryParams.h | |
| bReturnPhysicalMaterial | bool | Whether we want to include the physical material in the results. | CollisionQueryParams.h | |
| bSkipNarrowPhase | bool | Whether to skip narrow phase checks (only for overlaps). | CollisionQueryParams.h | |
| bTraceComplex | bool | Whether we should trace against complex collision | CollisionQueryParams.h | |
| bTraceIntoSubComponents | bool | Whether to ignore traces to the cluster union and trace against its children instead. | CollisionQueryParams.h | |
| IgnoreMask | FMaskFilter | Extra filtering done on the query. See declaration for filtering logic | CollisionQueryParams.h | |
| MobilityType | EQueryMobilityType | Filters query by mobility types (static vs stationary/movable) | CollisionQueryParams.h | |
| OwnerTag | FName | Tag used to indicate an owner for this trace | CollisionQueryParams.h | |
| StatId | TStatId | StatId used for profiling individual expensive scene queries | CollisionQueryParams.h | |
| TraceTag | FName | Tag used to provide extra information or filtering for debugging of the trace (e.g. Collision Analyzer) | CollisionQueryParams.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bComponentListUnique | bool | Tracks whether the IgnoreComponents list is verified unique. | CollisionQueryParams.h | |
| IgnoreComponents | IgnoreComponentsArrayType | Set of components to ignore during the trace | CollisionQueryParams.h | |
| IgnoreSourceObjects | IgnoreSourceObjectsArrayType | Set of source objects to ignore during the trace. In actor workflows, these are actors. | CollisionQueryParams.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddIgnoredActor
(
const uint32 InIgnoreActorID |
Add an actor by ID for this trace to ignore. Equivalent to calling AddIgnoredSourceObject. | CollisionQueryParams.h | |
void AddIgnoredActor
(
const AActor* InIgnoreActor |
Add an actor for this trace to ignore. Equivalent to calling AddIgnoredSourceObject. | CollisionQueryParams.h | |
void AddIgnoredActors
(
const TArray< TWeakObjectPtr< const AActor > >& InIgnoreActors |
CollisionQueryParams.h | ||
void AddIgnoredActors
(
const TArray< const AActor* >& InIgnoreActors |
CollisionQueryParams.h | ||
void AddIgnoredActors
(
const TArray< AActor* >& InIgnoreActors |
Add a collection of actors for this trace to ignore. Equivalent to calling AddIgnoredSourceObjects | CollisionQueryParams.h | |
void AddIgnoredComponent
(
const UPrimitiveComponent* InIgnoreComponent |
Add a component for this trace to ignore | CollisionQueryParams.h | |
void AddIgnoredComponent
(
const FRemoteObjectReference& InComponentRef |
CollisionQueryParams.h | ||
void AddIgnoredComponent
(
const TWeakObjectPtr< UPrimitiveComponent >& InIgnoreComponent |
CollisionQueryParams.h | ||
void AddIgnoredComponent_LikelyDuplicatedRoot
(
const UPrimitiveComponent* InIgnoreComponent |
Special variant that hints that we are likely adding a duplicate of the root component or first ignored component. | CollisionQueryParams.h | |
void AddIgnoredComponents
(
const TArray< TWeakObjectPtr< UPrimitiveComponent > >& InIgnoreComponents |
Variant that uses an array of TWeakObjectPtrs | CollisionQueryParams.h | |
void AddIgnoredComponents
(
const TArray< UPrimitiveComponent* >& InIgnoreComponents |
Add a collection of components for this trace to ignore | CollisionQueryParams.h | |
void AddIgnoredSourceObject
(
const uint32 InIgnoreActorID |
Add a source object for this trace to ignore | CollisionQueryParams.h | |
void AddIgnoredSourceObject
(
const FRemoteObjectReference& ObjectRef |
CollisionQueryParams.h | ||
void AddIgnoredSourceObject
(
const TWeakObjectPtr< const UObject >& InIgnoreObject |
CollisionQueryParams.h | ||
void AddIgnoredSourceObject
(
const UObject* InIgnoreActor |
Add a source object for this trace to ignore | CollisionQueryParams.h | |
void AddIgnoredSourceObjects
(
const TArray< UObject* >& InIgnoreObjects |
Add a collection of source objects for this trace to ignore | CollisionQueryParams.h | |
void AddIgnoredSourceObjects
(
const TArray< const UObject* >& InIgnoreObjects |
CollisionQueryParams.h | ||
void AddIgnoredSourceObjects
(
const TArray< TWeakObjectPtr< const UObject > >& InIgnoreObjects |
CollisionQueryParams.h | ||
void ClearIgnoredActors() |
Clears the set of actors to ignore during the trace. | CollisionQueryParams.h | |
void ClearIgnoredComponents() |
Clears the set of components to ignore during the trace. | CollisionQueryParams.h | |
void ClearIgnoredSourceObjects() |
Clears the set of source objects (such as actors) to ignore during the trace. | CollisionQueryParams.h | |
const IgnoreActorsArrayType & GetIgnoredActors () |
Returns set of source objects (including actors) to ignore during the trace. | CollisionQueryParams.h | |
const IgnoreComponentsArrayType & GetIgnoredComponents () |
Returns set of unique components to ignore during the trace. | CollisionQueryParams.h | |
const IgnoreActorsArrayType & GetIgnoredSourceObjects () |
Returns the set of source objects (such as actors) to ignore during the trace. | CollisionQueryParams.h | |
void Internal_AddIgnoredComponent
(
const uint32 ComponentID |
Add a component (by id) for this trace to ignore. Internal method meant for copying data in/out | CollisionQueryParams.h | |
void SetNumIgnoredComponents
(
int32 NewNum |
Set the number of ignored components in the list. | CollisionQueryParams.h | |
FString ToString() |
CollisionQueryParams.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static TStatId GetUnknownStatId() |
CollisionQueryParams.h |