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Unreal Engine C++ API Reference > Runtime > Engine > Kismet > UKismetSystemLibrary
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Kismet/KismetSystemLibrary.h |
Include | #include "Kismet/KismetSystemLibrary.h" |
Source | /Engine/Source/Runtime/Engine/Private/KismetSystemLibrary.cpp |
static bool SphereTraceMultiByProfile
&40;
const UObject &42; WorldContextObject,
const FVector Start,
const FVector End,
float Radius,
FName ProfileName,
bool bTraceComplex,
const TArray< AActor &42; > & ActorsToIgnore,
EDrawDebugTrace::Type DrawDebugType,
TArray< FHitResult > & OutHits,
bool bIgnoreSelf,
FLinearColor TraceColor,
FLinearColor TraceHitColor,
float DrawTime
&41;
Remarks
Sweep a sphere against the world and return all initial overlaps using a specific profile, then overlapping 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 True if there was a blocking hit, false otherwise.
Parameters
Name | Description |
---|---|
WorldContext | World context |
Start | Start of line segment. |
End | End of line segment. |
Radius | Radius of the sphere to sweep |
ProfileName | The 'profile' used to determine which components to hit |
bTraceComplex | True to test against complex collision, false to test against simplified collision. |
OutHits | A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one. |