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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UPrimitiveComponent
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool ComponentOverlapMulti
(
TArray< struct FOverlapResult >& OutOverlaps, |
Test the collision of the supplied component at the supplied location/rotation, and determine the set of components that it overlaps. | Components/PrimitiveComponent.h | |
bool ComponentOverlapMulti
(
TArray< struct FOverlapResult >& OutOverlaps, |
Components/PrimitiveComponent.h |
ComponentOverlapMulti(TArray< struct FOverlapResult > &, const class UWorld *, const FVector &, const FQuat &, ECollisionChannel, const struct FComponentQueryParams &, const struct FCollisionObjectQueryParams &)
Description
Test the collision of the supplied component at the supplied location/rotation, and determine the set of components that it overlaps.
This overload taking rotation as a FQuat is slightly faster than the version using FRotator.
This simply calls the virtual ComponentOverlapMultiImpl() which can be overridden to implement custom behavior.
| Name | ComponentOverlapMulti |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/PrimitiveComponent.h |
| Include Path | #include "Components/PrimitiveComponent.h" |
bool ComponentOverlapMulti
(
TArray < struct FOverlapResult > & OutOverlaps,
const class UWorld * InWorld,
const FVector & Pos,
const FQuat & Rot,
ECollisionChannel TestChannel,
const struct FComponentQueryParams & Params,
const struct FCollisionObjectQueryParams & ObjectQueryParams
) const
true if OutOverlaps contains any blocking results
Parameters
| Name | Remarks |
|---|---|
| OutOverlaps | Array of overlaps found between this component in specified pose and the world |
| World | World to use for overlap test |
| Pos | Location of component's geometry for the test against the world |
| Rot | Rotation of component's geometry for the test against the world |
| TestChannel | The 'channel' that this ray is in, used to determine which components to hit |
| ObjectQueryParams | List of object types it's looking for. When this enters, we do object query with component shape |
ComponentOverlapMulti(TArray< struct FOverlapResult > &, const class UWorld *, const FVector &, const FRotator &, ECollisionChannel, const struct FComponentQueryParams &, const struct FCollisionObjectQueryParams &)
| Name | ComponentOverlapMulti |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/PrimitiveComponent.h |
| Include Path | #include "Components/PrimitiveComponent.h" |
bool ComponentOverlapMulti
(
TArray < struct FOverlapResult > & OutOverlaps,
const class UWorld * InWorld,
const FVector & Pos,
const FRotator & Rot,
ECollisionChannel TestChannel,
const struct FComponentQueryParams & Params,
const struct FCollisionObjectQueryParams & ObjectQueryParams
) const