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Description
INTERNAL USE ONLY Physics thread sphere query: Trace a sphere 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 query radius is less than or equal to zero.
| Name | SpherecastMulti |
| 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 SpherecastMulti
(
const UWorld * World,
float QueryRadius,
TArray < FHitResult > & OutHits,
FVector Start,
FVector End,
ECollisionChannel TraceChannel,
const FCollisionQueryParams & Params,
const FCollisionResponseParams & ResponseParams,
const FCollisionObjectQueryParams & ObjectParams
)