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Unreal Engine C++ API Reference > Runtime > Engine > Physics > FGenericPhysicsInterface
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Physics/GenericPhysicsInterface.h |
Include | #include "Physics/GenericPhysicsInterface.h" |
Source | /Engine/Source/Runtime/Engine/Private/Collision/SceneQuery.cpp |
static bool RaycastMulti
&40;
const UWorld &42; World,
TArray< struct FHitResult > & OutHits,
const FVector & Start,
const FVector & End,
ECollisionChannel TraceChannel,
const FCollisionQueryParams & Params,
const FCollisionResponseParams & ResponseParams,
const FCollisionObjectQueryParams & ObjectParams
&41;
Remarks
Trace a ray 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