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Unreal Engine C++ API Reference > Runtime > Engine > Kismet > UGameplayStatics
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
Include | #include "Kismet/GameplayStatics.h" |
Source | /Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
static FHitResult MakeHitResult
&40;
bool bBlockingHit,
bool bInitialOverlap,
float Time,
float Distance,
FVector Location,
FVector ImpactPoint,
FVector Normal,
FVector ImpactNormal,
class UPhysicalMaterial &42; PhysMat,
class AActor &42; HitActor,
class UPrimitiveComponent &42; HitComponent,
FName HitBoneName,
FName BoneName,
int32 HitItem,
int32 ElementIndex,
int32 FaceIndex,
FVector TraceStart,
FVector TraceEnd
&41;
Remarks
Create a HitResult struct
Parameters
Name | Description |
---|---|
Hit | The source HitResult. |
bBlockingHit | True if there was a blocking hit, false otherwise. |
bInitialOverlap | True if the hit started in an initial overlap. In this case some other values should be interpreted differently. Time will be 0, ImpactPoint will equal Location, and normals will be equal and indicate a depenetration vector. |
Time | 'Time' of impact along trace direction ranging from [0.0 to 1.0) if there is a hit, indicating time between start and end. Equals 1.0 if there is no hit. |
Distance | The distance from the TraceStart to the Location in world space. This value is 0 if there was an initial overlap (trace started inside another colliding object). |
Location | Location of the hit in world space. If this was a swept shape test, this is the location where we can place the shape in the world where it will not penetrate. |
Normal | Normal of the hit in world space, for the object that was swept (e.g. for a sphere trace this points towards the sphere's center). Equal to ImpactNormal for line tests. |
ImpactPoint | Location of the actual contact point of the trace shape with the surface of the hit object. Equal to Location in the case of an initial overlap. |
ImpactNormal | Normal of the hit in world space, for the object that was hit by the sweep. |
PhysMat | Physical material that was hit. Must set bReturnPhysicalMaterial to true in the query params for this to be returned. |
HitActor | Actor hit by the trace. |
HitComponent | PrimitiveComponent hit by the trace. |
HitBoneName | Name of the bone hit (valid only if we hit a skeletal mesh). |
BoneName | Name of the trace bone hit (valid only if we hit a skeletal mesh). |
HitItem | Primitive-specific data recording which item in the primitive was hit |
ElementIndex | If colliding with a primitive with multiple parts, index of the part that was hit. |
FaceIndex | If colliding with trimesh or landscape, index of face that was hit. |