Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UProjectileMovementComponent
Description
Handle blocking hit during simulation update. Checks that simulation remains valid after collision. If simulating then calls HandleImpact(), and returns EHandleHitWallResult::Deflect by default to enable multi-bounce and sliding support through HandleDeflection(). If no longer simulating then returns EHandleHitWallResult::Abort, which aborts attempts at further simulation.
| Name | HandleBlockingHit |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/ProjectileMovementComponent.h |
| Include Path | #include "GameFramework/ProjectileMovementComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/ProjectileMovementComponent.cpp |
virtual EHandleBlockingHitResult HandleBlockingHit
(
const FHitResult & Hit,
float TimeTick,
const FVector & MoveDelta,
float & SubTickTimeRemaining
)
Result indicating how simulation should proceed.
Parameters
| Name | Remarks |
|---|---|
| Hit | Blocking hit that occurred. |
| TimeTick | Time delta of last move that resulted in the blocking hit. |
| MoveDelta | Movement delta for the current sub-step. |
| SubTickTimeRemaining | How much time to continue simulating in the current sub-step, which may change as a result of this function. Initial default value is: TimeTick * (1.f - Hit.Time) |
See Also
-
EHandleHitWallResult
-
HandleImpact()