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Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- FCollisionQueryParams
- FComponentQueryParams
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/CollisionQueryParams.h |
Include | #include "CollisionQueryParams.h" |
Syntax
struct FCollisionQueryParams
Remarks
Structure that defines parameters passed into collision function
Variables
Type | Name | Description | |
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bool | bDebugQuery | |
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bool | bFindInitialOverlaps | Whether we want to find out initial overlap or not. |
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bool | bIgnoreBlocks | Whether to ignore blocking results. |
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bool | bIgnoreTouches | Whether to ignore touch/overlap results. |
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bool | bReturnFaceIndex | Whether we want to return the triangle face index for complex static mesh traces |
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bool | bReturnPhysicalMaterial | Whether we want to include the physical material in the results. |
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bool | bSkipNarrowPhase | Whether to skip narrow phase checks (only for overlaps). |
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bool | bTraceComplex | Whether we should trace against complex collision |
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bool | bTraceIntoSubComponents | Whether to ignore traces to the cluster union and trace against its children instead. |
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FMaskFilter | IgnoreMask | Extra filtering done on the query. See declaration for filtering logic |
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EQueryMobilityType | MobilityType | Filters query by mobility types (static vs stationary/movable) |
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FName | OwnerTag | Tag used to indicate an owner for this trace |
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TStatId | StatId | StatId used for profiling individual expensive scene queries |
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FName | TraceTag | Tag used to provide extra information or filtering for debugging of the trace (e.g. Collision Analyzer) |
Constructors
Type | Name | Description | |
---|---|---|---|
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Constructors. | ||
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FCollisionQueryParams
(
FName InTraceTag, |
||
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FCollisionQueryParams
(
FName InTraceTag, |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddIgnoredActor
(
const AActor* InIgnoreActor |
Add an actor for this trace to ignore |
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void | AddIgnoredActor
(
const uint32 InIgnoreActorID |
Add an actor by ID for this trace to ignore |
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void | AddIgnoredActors
(
const TArray< TWeakObjectPtr< const AActor > >& InIgnoreActors |
Variant that uses an array of TWeakObjectPtrs |
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void | AddIgnoredActors
(
const TArray< const AActor* >& InIgnoreActors |
Add a collection of actors for this trace to ignore |
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void | AddIgnoredActors
(
const TArray< AActor* >& InIgnoreActors |
Add a collection of actors for this trace to ignore |
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void | AddIgnoredComponent
(
const UPrimitiveComponent* InIgnoreComponent |
Add a component for this trace to ignore |
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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. |
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void | AddIgnoredComponents
(
const TArray< UPrimitiveComponent* >& InIgnoreComponents |
Add a collection of components for this trace to ignore |
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void | AddIgnoredComponents
(
const TArray< TWeakObjectPtr< UPrimitiveComponent >>& InIgnoreComponents |
Variant that uses an array of TWeakObjectPtrs |
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void | Clears the set of actors to ignore during the trace. | |
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void | Clears the set of components to ignore during the trace. | |
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const IgnoreActorsArrayType & | Returns set of actors to ignore during the trace. | |
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const IgnoreComponentsArrayType & | Returns set of unique components to ignore during the trace. | |
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TStatId | ||
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void | SetNumIgnoredComponents
(
int32 NewNum |
Set the number of ignored components in the list. |
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FString | ToString () |
Typedefs
Name | Description |
---|---|
IgnoreActorsArrayType | TArray typedef of actors to ignore. |
IgnoreComponentsArrayType | TArray typedef of components to ignore. |
Constants
Name | Description |
---|---|
DefaultQueryParam | Static variable for default data to be used without reconstructing everytime |