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FInputRayHit is returned by various hit-test interface functions. Generally this is intended to be returned as the result of a hit-test with a FInputDeviceRay
| Name | FInputRayHit |
| Type | struct |
| Header File | /Engine/Source/Runtime/InteractiveToolsFramework/Public/InputState.h |
| Include Path | #include "InputState.h" |
Syntax
USTRUCT (BlueprintType )
struct FInputRayHit
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FInputRayHit () |
InputState.h | ||
FInputRayHit
(
double HitDepthIn |
InputState.h | ||
FInputRayHit
(
double HitDepthIn, |
InputState.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasHitNormal | bool | True if HitNormal was set | InputState.h |
|
| bHit | bool | True if ray hit something, false otherwise | InputState.h |
|
| HitDepth | double | Distance along ray at which intersection occurred | InputState.h |
|
| HitIdentifier | int32 | Client-defined integer identifier for hit object/element/target/etc | InputState.h |
|
| HitNormal | FVector | Normal at hit point, if available | InputState.h |
|
| HitObject | TWeakObjectPtr< UObject > | Client-defined pointer for UObject-derived hit owners. | InputState.h |
|
| HitOwner | void * | Client-defined pointer for hit object/element/target/etc. | InputState.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetHitObject
(
UObject* InHitObject |
Set hit object, will also set hit owner to the same value | InputState.h |