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Input parameters to PredictProjectilePath functions.
| Name | FPredictProjectilePathParams |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStaticsTypes.h |
| Include Path | #include "Kismet/GameplayStaticsTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FPredictProjectilePathParams
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Empty constructor. You typically want to use another one that enforces thought about reasonable values for the most important parameters. | Kismet/GameplayStaticsTypes.h | ||
FPredictProjectilePathParams
(
float InProjectileRadius, |
Constructor defaulting to no collision. | Kismet/GameplayStaticsTypes.h | |
FPredictProjectilePathParams
(
float InProjectileRadius, |
Constructor to use collision with an ObjectType. Additional types can be added to the array. TraceWithCollision is set to true automatically. | Kismet/GameplayStaticsTypes.h | |
FPredictProjectilePathParams
(
float InProjectileRadius, |
Constructor to use collision with a trace channel. TraceWithCollision is set to true automatically. | Kismet/GameplayStaticsTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorsToIgnore | TArray< TObjectPtr< AActor > > | Actors to ignore when tracing with collision. | Kismet/GameplayStaticsTypes.h |
|
| bTraceComplex | bool | Trace against complex collision (triangles rather than simple primitives) if tracing with collision. | Kismet/GameplayStaticsTypes.h |
|
| bTraceWithChannel | bool | Whether or not to use TraceChannel, if tracing with collision. | Kismet/GameplayStaticsTypes.h |
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| bTraceWithCollision | bool | Whether to trace along the path looking for blocking collision and stopping at the first hit. | Kismet/GameplayStaticsTypes.h |
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| DrawDebugTime | float | Duration of debug lines (only relevant for DrawDebugType::Duration) | Kismet/GameplayStaticsTypes.h |
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| DrawDebugType | TEnumAsByte< EDrawDebugTrace::Type > | Debug drawing duration option. | Kismet/GameplayStaticsTypes.h |
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| LaunchVelocity | FVector | Initial launch velocity at the start of the trace. | Kismet/GameplayStaticsTypes.h |
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| MaxSimTime | float | Maximum simulation time for the virtual projectile. | Kismet/GameplayStaticsTypes.h |
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| ObjectTypes | TArray< TEnumAsByte< EObjectTypeQuery > > | Object type to use, if tracing with collision. | Kismet/GameplayStaticsTypes.h |
|
| OverrideGravityZ | float | Optional override of Gravity (if 0, uses WorldGravityZ). | Kismet/GameplayStaticsTypes.h |
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| ProjectileRadius | float | Projectile radius, used when tracing for collision. If <= 0, a line trace is used instead. | Kismet/GameplayStaticsTypes.h |
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| SimFrequency | float | Determines size of each sub-step in the simulation (chopping up MaxSimTime). Recommended between 10 to 30 depending on desired quality versus performance. | Kismet/GameplayStaticsTypes.h |
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| StartLocation | FVector | Location of the start of the trace. | Kismet/GameplayStaticsTypes.h |
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| TraceChannel | TEnumAsByte< ECollisionChannel > | Trace channel to use, if tracing with collision. | Kismet/GameplayStaticsTypes.h |
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