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Description
INTERNAL USE ONLY Physics thread shape sweep: Trace a FCollisionShape against the world and return touching 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. Falls back to a raycast is the shape size is less than or equal to UE_KINDA_SMALL_NUMBER.
| Name | GeomSweepMulti |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/GenericPhysicsInterface.h |
| Include Path | #include "Physics/GenericPhysicsInterface.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Collision/SceneQuery.cpp |
static bool GeomSweepMulti
(
const UWorld * World,
const FCollisionShape & InGeom,
const FQuat & InGeomRot,
TArray < FHitResult > & OutHits,
const FVector & Start,
const FVector & End,
ECollisionChannel TraceChannel,
const FCollisionQueryParams & Params,
const FCollisionResponseParams & ResponseParams,
const FCollisionObjectQueryParams & ObjectParams
)