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Overlap Data structure for async trace
This saves request information by main thread and result will be filled up by worker thread
| Name | FOverlapDatum |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldCollision.h |
| Include Path | #include "WorldCollision.h" |
Syntax
struct FOverlapDatum : public FBaseTraceDatum
Inheritance Hierarchy
- FBaseTraceDatum → FOverlapDatum
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| WorldCollision.h | |||
FOverlapDatum
(
UWorld* World, |
WorldCollision.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Delegate | FOverlapDelegate | Delegate to be set if you want Delegate to be called when the output is available. | WorldCollision.h | |
| OutOverlaps | TArray< struct FOverlapResult > | Output of the overlap request. Filled up by worker thread | WorldCollision.h | |
| Pos | FVector | Input of the overlap request. | WorldCollision.h | |
| Rot | FQuat | WorldCollision.h |