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Unreal Engine C++ API Reference > Runtime > Engine > PhysicsEngine > FBodyInstance > OverlapMulti
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/BodyInstance.h |
Include | #include "PhysicsEngine/BodyInstance.h" |
bool OverlapMulti
&40;
TArray< struct FOverlapResult > & InOutOverlaps,
const class UWorld &42; World,
const FTransform &42; pWorldToComponent,
const FVector & Pos,
const FRotator & Rot,
ECollisionChannel TestChannel,
const struct FComponentQueryParams & Params,
const struct FCollisionResponseParams & ResponseParams,
const FCollisionObjectQueryParams & ObjectQueryParams
&41; const
Remarks
Determines the set of components that this body instance would overlap with at the supplied location/rotation
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat).. TRUE if OutOverlaps contains any blocking results
Parameters
Name | Description |
---|---|
InOutOverlaps | Array of overlaps found between this component in specified pose and the world (new overlaps will be appended, the array is not cleared!) |
World | World to use for overlap test |
pWorldToComponent | Used to convert the body instance world space position into local space before teleporting it to (Pos, Rot) [optional, use when the body instance isn't centered on the component instance] |
Pos | Location to place the component's geometry at to test against the world |
Rot | Rotation to place components' geometry at to test against the world |
TestChannel | The 'channel' that this ray is in, used to determine which components to hit |
Params | |
ResponseParams | |
ObjectQueryParams | List of object types it's looking for. When this enters, we do object query with component shape |